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Ball.lua
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Ball.lua
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Ball = Class{}
function Ball:init(x, y, width, height)
self.x = x
self.y = y
self.width = width
self.height = height
self.dx = 0
self.dy = 0
end
function Ball:update(dt)
self.x = self.x + self.dx * dt
self.y = self.y + self.dy * dt
end
function Ball:reset()
self.x = VIRTUAL_WIDTH/2 - 2
self.y = VIRTUAL_HEIGHT/2 - 2
self.dx = 0
self.dy = 0
end
function Ball:isCollision(paddle)
-- collision along a vertical axis (ball hits from right or left)
if (self.x > paddle.x + paddle.width) or (paddle.x > self.x + self.width) then
return false
-- collision along a horizontal axis (ball hits from top or bottom)
elseif (self.y > paddle.y + paddle.height) or (paddle.y > self.y + self.height) then
return false
else
return true
end
end
function Ball:render()
love.graphics.rectangle('fill', self.x, self.y, self.width, self.height)
end