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If it is only the motion of a ball bouncing to a straight wall like in pong, you could do it easy by separate x direction and y direction of the ball and just multiply on of these by -1. short example(not tested only for explanation): int [2] ballpos = {12, 24}; int [2] ballvelo = {-1, -3}; void updateBallPos(&ballpos[2], &ballvelo[2]){ ballpos[0] += ballvelo[0]; ballpos[1] += ballvelo[1]; } void reflectBallX( &ballvelo[2]){ ballvelo[0] *= - 1; } void reflectBallY( &ballvelo[2]){ ballvelo[1] *= - 1; } In main you can call updateBallPos periodically (every 20 ms e.g.). If an collision with a wall accured you just have to call the right reflect function. Hopefully that helps you.
1st May 2019, 11:57 AM
Axel Gottwald
Axel Gottwald - avatar