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https://github.com/sam-astro/Z-Sharp.git
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Change version, fix wrong ball rotation, use circle sprite
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d24044a242
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@ -5,7 +5,7 @@
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//bool DEVELOPER_MESSAGES = true;
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//bool DEVELOPER_MESSAGES = true;
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#define DEVELOPER_MESSAGES false
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#define DEVELOPER_MESSAGES false
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#define EXAMPLE_PROJECT false
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#define EXAMPLE_PROJECT false
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#define NAMEVERSION "ZSharp v2.1.0-alpha"
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#define NAMEVERSION "ZSharp v2.1.1-alpha"
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#if defined(__unix__)
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#if defined(__unix__)
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#define UNIX true
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#define UNIX true
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@ -2,7 +2,7 @@
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; SEE THE DOCUMENTATION FOR DETAILS ON CREATING INNO SETUP SCRIPT FILES!
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; SEE THE DOCUMENTATION FOR DETAILS ON CREATING INNO SETUP SCRIPT FILES!
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#define MyAppName "Z-Sharp"
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#define MyAppName "Z-Sharp"
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#define MyAppVersion "2.1.0-alpha"
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#define MyAppVersion "2.1.1-alpha"
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#define MyAppPublisher "AstroSam"
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#define MyAppPublisher "AstroSam"
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#define MyAppURL "https://github.com/sam-astro/Z-Sharp"
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#define MyAppURL "https://github.com/sam-astro/Z-Sharp"
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#define MyAppExeName "ZSharp.exe"
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#define MyAppExeName "ZSharp.exe"
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BIN
examples/Pong-Example-Project/ball.png
Normal file
BIN
examples/Pong-Example-Project/ball.png
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Binary file not shown.
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After Width: | Height: | Size: 403 B |
@ -41,7 +41,7 @@ func Start()
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Vec2 rPaddlePosition = NVec2(rOffset, yPosPaddle)
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Vec2 rPaddlePosition = NVec2(rOffset, yPosPaddle)
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global Vec2 rPaddleTargetPosition = NVec2(rOffset, yPosPaddle)
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global Vec2 rPaddleTargetPosition = NVec2(rOffset, yPosPaddle)
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global Sprite ballSpr = ZS.Graphics.Sprite("./square.png", ballPos, ballScale, 0)
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global Sprite ballSpr = ZS.Graphics.Sprite("./ball.png", ballPos, ballScale, 0)
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global Sprite lPaddle = ZS.Graphics.Sprite("./square.png", lPaddlePosition, paddleScale, 0)
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global Sprite lPaddle = ZS.Graphics.Sprite("./square.png", lPaddlePosition, paddleScale, 0)
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global Sprite rPaddle = ZS.Graphics.Sprite("./square.png", rPaddlePosition, paddleScale, 0)
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global Sprite rPaddle = ZS.Graphics.Sprite("./square.png", rPaddlePosition, paddleScale, 0)
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@ -239,7 +239,7 @@ func HandleBallBounce()
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difference -= ballY
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difference -= ballY
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float paddleHeight = rPaddle.scale.y
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float paddleHeight = rPaddle.scale.y
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float normalizedRelativeIntersectionY = difference / (paddleHeight / 2)
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float normalizedRelativeIntersectionY = difference / (paddleHeight / 2)
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float bounceAngle = normalizedRelativeIntersectionY * 0.523599
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float bounceAngle = normalizedRelativeIntersectionY * -0.523599
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float ballVx = ballSpeed
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float ballVx = ballSpeed
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ballVx *= Cos(bounceAngle)
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ballVx *= Cos(bounceAngle)
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ballVx *= -1
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ballVx *= -1
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