const std = @import("std"); const utils = @import("utils.zig"); const w4 = @import("wasm4.zig"); pub const Ball = struct { // position of the top left corner x: f64, y: f64, vx: f64, vy: f64, pub fn draw(self: Ball) void { var y = @floatToInt(u8, std.math.round(self.y)); var x = @floatToInt(u8, std.math.round(self.x)); w4.DRAW_COLORS.* = 0x2400; w4.blit(&ball, x, y, ball_width, ball_height, ball_flags); } pub fn resetRound(self: *Ball, side: utils.side) void { self.x = @intToFloat(f64, utils.startingX[@enumToInt(side)] + 4); self.y = 160 - 32 - 8; self.vx = 0; self.vy = -250; } pub fn update(self: *Ball) void { self.vy += utils.gravity; self.x += self.vx * utils.frequency; self.y += self.vy * utils.frequency; // collisions handling if (self.x < 0) { // left wall self.vx = -self.vx * utils.bounce; self.x = 0; } if (self.x >= 160 - ball_width) { // right wall self.vx = -self.vx * utils.bounce; self.x = 160 - ball_width - 1; } if (self.y < 0) { // ceiling self.vy = -self.vy * utils.bounce; self.y = 0; } if (self.y >= 160 - ball_height) { // floor self.vy = 0; self.y = 160 - ball_height; } // Net collision var x1: f64 = 78 - ball_width; var x2: f64 = 82; var y1: f64 = 100 - ball_height; var y2: f64 = 160; if (self.x >= x1 and self.x < x2 and self.y >= y1 and self.y < y2) { if (self.vx > 0) { self.x = x1; } else { self.x = x2; } self.vx = -self.vx; } // TODO collision with top of the net? } }; //----- Sprite ---------------------------------------------------------------- pub const ball_width = 8; pub const ball_height = 8; const ball_flags = 1; // BLIT_2BPP const ball = [16]u8{ 0x1a, 0xa4, 0x6f, 0xf9, 0xbf, 0xae, 0xbf, 0xae, 0xbf, 0xfe, 0xbf, 0xfe, 0x6f, 0xf9, 0x1a, 0xa4 };