Trying to create a simple breakout game, I've written all the code, except i dont understand why the ball is on the side of the screen boundaries instead of on top the paddle(player).
class Ball
{
int Width => texture.Width;
int Height => texture.Height;
public Rectangle BoundingBox =>
new Rectangle((int)position.X, (int)position.Y, Width, Height);
Texture2D texture;
Vector2 position;
Vector2 speed;
public void SetStartBallPosition(Rectangle rec)
{
position.X = rec.X + (rec.Width - Width);
position.Y = rec.Y - Height;
if (Game1.RandomNumber.Next(0, 2) < 1)
{
speed = new Vector2(-200.0f, -200.0f);
}
else
{
speed = new Vector2(200.0f, -200.0f);
}
}
public void Draw(SpriteBatch sb)
{
sb.Draw(texture, position, Color.White);
}
public void Update(GameTime gt)
{
position += speed * (float)gt.ElapsedGameTime.TotalSeconds;
if (position.X + Width > Game1.ScreenBounds.Width)
speed.X *= -1;
position.X = Game1.ScreenBounds.Width - Width;
if (position.X < 0)
{
speed.X *= -1;
position.Y = 0;
}
if (position.Y < 0)
{
speed.Y *= -1;
position.Y = 0;
}
}
TL;DR.
My ball spawns at the side instead of middle.
Thanks for Help!
In the SetStartBallPosition(Rectangle rec)
, You've set the ball position at the full width of the boundary box, minus the full width of the ball:
position.X = rec.X + (rec.Width - Width);
Assuming that rec
is empty, then in order to get the center, you need to divide both width's there in half. Like this:
position.X = rec.X + (rec.Width/2 - Width/2);
Be aware that when dividing, that they shouldn't have decimals.
Let me know if it works.