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Add New Ball Bonus

noooway edited this page May 14, 2017 · 38 revisions

In this part I want to implement a bonus that increases a number of balls in the game.

Since there are going to be several balls, it is necessary to create an array-like storage for them, just like for the bricks and the bonuses. Apart from the storage, a constructor for a single ball is necessary.

balls.current_balls = {}
.....

function balls.new_ball( position, speed,
                         platform_launch_speed_magnitude,
                         stuck_to_platform )
   return( { position = position,
             speed = speed,
             platform_launch_speed_magnitude = platform_launch_speed_magnitude,
             stuck_to_platform = stuck_to_platform,
             radius = balls.radius,
             collision_counter = 0,
             separation_from_platform_center = ball_platform_initial_separation,
             quad = balls.quad } )
end


function balls.add_ball( single_ball )
   table.insert( balls.current_balls, single_ball )
end

Update and draw functions need to iterate over the balls container and call update_ball and draw_ball for each individual ball.

function balls.update( dt, platform )
   for _, ball in ipairs( balls.current_balls ) do
      balls.update_ball( ball, dt, platform )
   end
   balls.check_balls_escaped_from_screen()
end

function balls.update_ball( single_ball, dt, platform )
   if single_ball.stuck_to_platform then
      balls.follow_platform( single_ball, platform )
   else
      single_ball.position = single_ball.position + single_ball.speed * dt
   end      
end

function balls.draw()
   for _, ball in ipairs( balls.current_balls ) do
      balls.draw_ball( ball )
   end
end

function balls.draw_ball( single_ball )
   love.graphics.draw( balls.image,
                       single_ball.quad, 
                       single_ball.position.x - single_ball.radius,
                       single_ball.position.y - single_ball.radius )
end

After these changes, collision detection should be updated. Sub-procedures and arguments of collisions.resolve_collisions are renamed to indicate that now there are several balls instead of a single one.

function collisions.resolve_collisions( balls, platform,
                                        walls, bricks, bonuses )
   collisions.balls_platform_collision( balls, platform )
   collisions.balls_walls_collision( balls, walls )
   collisions.balls_bricks_collision( balls, bricks, bonuses )
   collisions.platform_walls_collision( platform, walls )
   collisions.platform_bonuses_collision( platform, bonuses, balls )
end

In collision-detection functions it is necessary to loop over the balls container. For example, for balls-platform:

function collisions.balls_platform_collision( balls, platform )
   local overlap, shift_ball
   local a = { x = platform.position.x,
               y = platform.position.y,
               width = platform.width,
               height = platform.height }
   for _, ball in pairs( balls.current_balls ) do
      local b = { x = ball.position.x - ball.radius,
                  y = ball.position.y - ball.radius,
                  width = 2 * ball.radius,
                  height = 2 * ball.radius }
      overlap, shift_ball =
         collisions.check_rectangles_overlap( a, b )   
      if overlap then
         balls.platform_rebound( ball, shift_ball, platform )
      end
   end
end

Functions that resolve collisions need to accept a table with properties of the ball being processed.

function balls.platform_rebound( single_ball, shift_ball, platform )
   balls.increase_collision_counter( single_ball )
   balls.increase_speed_after_collision( single_ball )
   if not platform.glued then
      balls.bounce_from_sphere( single_ball, shift_ball, platform )
   else
      single_ball.stuck_to_platform = true
      local actual_shift = balls.determine_actual_shift( shift_ball )
      single_ball.position = single_ball.position + actual_shift
      single_ball.platform_launch_speed_magnitude =
         single_ball.speed:len()
      balls.compute_ball_platform_separation( single_ball, platform )
   end
end


function balls.bounce_from_sphere( single_ball, shift_ball, platform )
   .....
end

function balls.compute_ball_platform_separation( single_ball, platform )
   .....
end

and so on. Similar changes are necessary for balls-walls and balls-bricks collisions.

The game states require an update to accomodate the name of the module. In fact, only the "game" state has to be updated, since it is the only one accessing "balls" directly.

local balls = require "balls"
local platform = require "platform"
local bricks = require "bricks"
.....

function game.update( dt )
   balls.update( dt, platform )
   .....
   game.check_no_more_balls( balls, lives_display )
   .....
end

.....

Several balls can be present in the game simultaneously, so life is lost when all the balls have escaped the screen.

function game.check_no_more_balls( balls, lives_display )
   if balls.no_more_balls then
      lives_display.lose_life()      
      .....
   end
end

function balls.check_balls_escaped_from_screen()
   for i, single_ball in pairs( balls.current_balls ) do
      local x, y = single_ball.position:unpack()
      local ball_top = y - single_ball.radius
      if ball_top > love.graphics.getHeight() then
         table.remove( balls.current_balls, i )
      end
   end
   if next( balls.current_balls ) == nil then
      balls.no_more_balls = true
   end
end

In the single ball case of the previous chapters, ball.reposition function was responsible for setting the ball position on the start of the level and resetting it In the multiball case it is replaced by balls.reset.

function balls.reset()
   balls.no_more_balls = false
   for i in pairs( balls.current_balls ) do
      balls.current_balls[i] = nil
   end
   local position = platform_starting_pos + ball_platform_initial_separation
   local speed = vector( 0, 0 )
   local platform_launch_speed_magnitude = initial_launch_speed_magnitude
   local stuck_to_platform = true
   balls.add_ball( balls.new_ball(
                      position, speed,
                      platform_launch_speed_magnitude,
                      stuck_to_platform ) )
end

Another set of necessary updates is balls reaction on bonuses. We have to pass the whole balls array into bonuses.bonus_collected function.

function collisions.platform_bonuses_collision( platform, bonuses, balls )
   .....
      if overlap then
         bonuses.bonus_collected( i, bonus, balls, platform )
      end
   .....
end

function bonuses.bonus_collected( i, bonus, balls, platform )
   .....
   if bonuses.is_slowdown( bonus ) then
      balls.react_on_slow_down_bonus()
   elseif bonuses.is_accelerate( bonus ) then
      balls.react_on_accelerate_bonus()
   elseif .....
end

For acceleration-deceleration bonuses, I want the picked bonus to affect all of the balls in the game. Therefore it is necessary to iterate over balls.current_balls table.

function balls.react_on_slow_down_bonus()
   local slowdown = 0.7
   for _, single_ball in pairs( balls.current_balls ) do
      single_ball.speed = single_ball.speed * slowdown
   end
end

function balls.react_on_accelerate_bonus()
   local accelerate = 1.3
   for _, single_ball in pairs( balls.current_balls ) do
      single_ball.speed = single_ball.speed * accelerate
   end
end

When glue bonus is active and several balls are stuck to platform, it is necessary to decide, which ball to release. I don't want to maintain an order in which they were stuck, and simply release the first one from the balls.current_balls that happens to have stuck_to_platform flag active.

function balls.launch_single_ball_from_platform()
   for _, single_ball in pairs( balls.current_balls ) do
      if single_ball.stuck_to_platform then
         single_ball.stuck_to_platform = false
         local platform_halfwidth = 70
         local launch_direction = vector(
            single_ball.separation_from_platform_center.x / platform_halfwidth, -1 )
         single_ball.speed = launch_direction / launch_direction:len() *
            single_ball.platform_launch_speed_magnitude
         break
      end      
   end
end

Glue bonus is deactivated when another bonus is collected. In that case, I want to release all of the balls, glued to the platform.

function bonuses.bonus_collected( i, bonus, balls, platform )
   if not bonuses.is_glue( bonus ) then
      platform.remove_glued_effect()
      balls.launch_all_glued_balls()
   end
   .....
end

function balls.launch_all_balls_from_platform()
   for _, single_ball in pairs( balls.current_balls ) do
      if single_ball.stuck_to_platform then
         single_ball.stuck_to_platform = false
         local platform_halfwidth = 70
         local launch_direction = vector(
            single_ball.separation_from_platform_center.x / platform_halfwidth, -1 )
         single_ball.speed = launch_direction / launch_direction:len() *
            single_ball.platform_launch_speed_magnitude
      end  --(*1)
   end
end

(*1): The difference of the balls.launch_all_balls_from_platform function from the balls.launch_single_ball_from_platform is the absence of the break statement at the end of the if block.

Finally, we have arrived to the main goal of this part - add new ball bonus!!! Is is necessary to add some code to recognize the bonus type in the bonuses.bonus_collected function.

function bonuses.bonus_collected( i, bonus, balls, platform )
   .....
   elseif bonuses.is_add_new_ball( bonus ) then
      balls.react_on_add_new_ball_bonus()
   end
   .....
end

function bonuses.is_add_new_ball( single_bonus )
   local col = single_bonus.bonustype % 10
   return ( col == 4 )
end

To actually add a new ball, it is necessary to place it somewhere and decide on it's speed. I copy the position and the speed and some other parameters of the first ball in the ball.current_balls table, rotate the speed 45 degrees, and construct the new ball with these parameters. After that it is inserted into the ball.current_balls table.

function balls.react_on_add_new_ball_bonus()
   local first_ball = balls.current_balls[1]
   local new_ball_position = first_ball.position:clone()
   local new_ball_speed = first_ball.speed:rotated( math.pi / 4 )
   local new_ball_launch_speed_magnitude =
      first_ball.platform_launch_speed_magnitude
   local new_ball_stuck = first_ball.stuck_to_platform
   balls.add_ball(
      balls.new_ball( new_ball_position, new_ball_speed,
                      new_ball_launch_speed_magnitude,
                      new_ball_stuck ) )
end

    Home
    Acknowledgements
    Todo

Chapter 1: Prototype

  1. The Ball, The Brick, The Platform
  2. Game Objects as Lua Tables
  3. Bricks and Walls
  4. Detecting Collisions
  5. Resolving Collisions
  6. Levels

    Appendix A: Storing Levels as Strings
    Appendix B: Optimized Collision Detection (draft)

Chapter 2: General Code Structure

  1. Splitting Code into Several Files
  2. Loading Levels from Files
  3. Straightforward Gamestates
  4. Advanced Gamestates
  5. Basic Tiles
  6. Different Brick Types
  7. Basic Sound
  8. Game Over

    Appendix C: Stricter Modules (draft)
    Appendix D-1: Intro to Classes (draft)
    Appendix D-2: Chapter 2 Using Classes.

Chapter 3 (deprecated): Details

  1. Improved Ball Rebounds
  2. Ball Launch From Platform (Two Objects Moving Together)
  3. Mouse Controls
  4. Spawning Bonuses
  5. Bonus Effects
  6. Glue Bonus
  7. Add New Ball Bonus
  8. Life and Next Level Bonuses
  9. Random Bonuses
  10. Menu Buttons
  11. Wall Tiles
  12. Side Panel
  13. Score
  14. Fonts
  15. More Sounds
  16. Final Screen
  17. Packaging

    Appendix D: GUI Layouts
    Appendix E: Love-release and Love.js

Beyond Programming:

  1. Game Design
  2. Minimal Marketing (draft)
  3. Finding a Team (draft)

Archive

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