I am making a game of pong in haskell using gloss as my main library. The movement of the paddle controlled by player is tied to the x-coordinate of the mouse and is updated as it moves. The problem is, the ball doesn't register collision with the paddle while it is moving.
movePaddle :: Event -> Game -> Game
movePaddle (EventMotion (x,y)) g = g {nextPos = max 50 . min 750 $ (x+400)}
movePaddle _ g = g
movePaddle updates the next position of the player's paddle.
moveBall :: Game -> Float -> Game
moveBall g f = g {dir = dirn, ball = (xt, yt)}
Then, moveBall updates the direction in which the ball is moving, according to collision, and adjusts its coordinates.
updatePaddle :: Game -> Game
updatePaddle g = g {p1 = nextPos g}
Finally, updatePaddle updates the actual position of the paddle in the game.
My main function looks like this:
main = play
(InWindow "pong" (800, 800) (300, 300))
white
60
(Game 400 400 (400, 400) 0.72 5 400)
gameDraw
movePaddle
updatePaddle . (flip moveBall)
I have tried updating the state only as the mouse moves, but then the ball won't move. If I let it move independently while also updating it during the event, it doubles its speed during the mouse movement. What can I do to create proper collision while still being able to move the paddle?
Edit: here's my moveBall
code:
moveBall :: Float -> Game -> Game
moveBall f g = g {dir = dirn, ball = (xt, yt)}
where
xn = fst (ball g) + f * vel g * cos (dir g)
yn = snd (ball g) + f * vel g * sin (dir g)
dirx
|(max 10 $ min 790 xn) == xn = 1
|otherwise = -1
diry
|(max 10 $ min 790 yn) == yn = 1
|otherwise = -1
dirn
|dirx == -1 = pi - diry * dir g
|(diry == -1) && (dirx == 1) = diry * dir g
|max (p1 g - 50) (min (p1 g + 50) xn) == xn && (yn <= 30) = paddleAngle (p1 g) xn
|max (p2 g - 50) (min (p2 g + 50) xn) == xn && (yn >= 770) = - paddleAngle (p2 g) xn
|otherwise = (dir g)
xt = (f * vel g * cos dirn) + normalize (fst (ball g))
yt = (f * vel g * sin dirn) + normalize (snd (ball g))
Solved. Turns out I was looking at the wrong paddle when registering collision and mixed up my coordinates, due to which collision for paddle 1 was being registered at the top of the screen, where paddle 2 is.
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