DST wrote:Although, i can only ask (you and bee-ant):
What is wrong with the physical response?
In breakout/pong, the challenge is how to hit the ball, the speed of the platform and the angle it's hit from.
Without that, all you can do is either be there/not be there. It makes the game very 1 dimensional.
Do you understand what i mean? it turns your paddle into a boolean. It is either hitting the ball, or not hitting the ball. Nothing else you do makes any difference.
In Warlords, you could attack any specific player you wanted to, if you were good enough to get there in time, and the ball was going at an angle that would allow you to. Warlords was an awesome game for the time, heck, it's still an awesome game because it's a great, entry level challenge for four players.
I replaced your bounce code with a physical response, and the game played great.
Also, it would be killer if the background/line colors morphed. You could make them flash when the ball was hit too. And add some levels. And some monsters, and online play, and magic items, and pvp servers, and a monthly subscription.
I was just implementing a real bounce system on a flat object. Oh well, still flat object.
I did some research, and got some formula :
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Bounce_Angle=360-Come_Angle; //for horizontal platform
Bounce_Angle=180-Come_Angle; //for vertical platform
Since I used this on a simple demo, so I ignored the paddle speed, angle, and any other variables. I just added a random number addition to make a little bouncing angle difference.