Program fixes and modifications

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  • Jarret Buse
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    • Topics - 25
    • @jbuse1

    As I had mentioned in my previous article, there are a few mistakes in the program. I left those in to show that even though there are mistakes, the program can still work. There are a few quirks that can make game play a little strange, but I will address those.

    The first problem is that when a check is made to see if the ball is past the top, bottom or right edge, problems can arise. When the edge is reached, the program simply changes the ball direction. What if the ball is past the edge by four pixels and the direction is changed with a movement of three? The next time around the loop, the ball is still one pixel past the edge. The program determines it is past the edge and changes its direction again to go down and not up. The ball may become farther and farther past the window's edge on every loop. What occurs is that the ball appears to slide along the upper or lower wall. The problem may never rectify itself. To fix this problem, the code needs to set the ball position at the windows edge and change the ball direction:

    'bottom
    If ball.pos.Y > (Window.ClientBounds.Height - t_ball.Height) Then
        ball.pos.Y = (Window.ClientBounds.Height - t_ball.Height)
        ball.v_speed *= -1
    End If
    'top
    If ball.pos.Y < 0 Then
        ball.pos.Y = 0
        ball.v_speed *= -1
    End If
    'right
    If ball.pos.X > Window.ClientBounds.Width - t_paddle1.Width + 1 Then
        ball.pos.X = Window.ClientBounds.Width - t_paddle1.Width
        ball.h_speed *= -1
    End If

    An issue can happen with the paddle, as well, and the code needs to changed in a similar fashion:

    If paddle1.pos.Y <= 1 Then
        paddle1.pos.Y = 1
    End If
    If paddle1.pos.Y >= Window.ClientBounds.Height - t_paddle1.Height Then
        paddle1.pos.Y = Window.ClientBounds.Height - t_paddle1.Height - 1
    End If

    In this program, we can worry only about using the keyboard and remove any code for XBOX controllers (remove the following):

    If currentPad.Triggers.Left > 0.0 Then
         paddle1.pos.Y -= paddle1.speed
    End If
    If currentPad.Triggers.Right > 0.0 Then
         paddle1.pos.Y += paddle1.speed
    End If

    In the CheckCollisions() sub, there is a line which has the paddle width hardcoded. In the case that a new paddle image is used, [code]If ball.pos.X < paddle1.pos.X + 43 Then[/code] should be changed to [code]If ball.pos.X < paddle1.pos.X + paddle1.pos.X + t_paddle1.Width Then[/code]

    Now, if the paddle image is changed the program will still work as it should.

    I hope this helps clear up a few bugs. I found this code on the Internet and decided to use it as an XNA example. Sorry, I do not know the original source for the code or I would give credit for it where it is due.

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