Alright, so I'm still working on that ball-paddle game for my college class, and now I've run into a new problem.... xDDD
I'm trying to make it so that when the ball hits the block, depending on which side the ball hits the block on, it reverses either its horizontal direction or vertical direction.
For example, say this is a playfield pixel and the ball collides into it from the left:
----> * 
The ball should reverse direction horizontally:
* <---- 
Also, if the ball comes from the right, it should do the opposite.
The same should apply for vertical collisions as well, so if the ball comes down and hits the playfield block from the top:
It should reverse direction and start moving upwards:
I know that in order to get the collision between sprites and individual playfield blocks, I have to do the conversion formulas from playfield coordinates to regular sprite coordinates, which I did. But I'm having trouble figuring out how to make the ball tell which side of the individual block it's hitting, so it could bounce off going the appropriate reversal direction.
Here's a new game I'm working on called Quadra-Ball. It's very unfinished right now, and it's pretty much just a simple ball and paddle physics demo. (Really bad physics by the way xD) I thought I'd put it up for people to see how the game will be played. 0: Hope you like it. ^^
Got a new Beta version of the game up. Pretty much everything is working, except for sound. I also wanna implement a neat logo intro before the title screen. Some of the level details are still incomplete too.
I'm working on a new 2600 game as my final project for my Digital Arts Associates' degree before I graduate.... but I've run into a bit of a pickle. When the paddle is at the bottom or the top of the screen, it's too short width-wise. Is there any way to make it longer than 8 pixels? o3o