📄 ball.java
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import java.io.IOException;
import java.util.Random;
import javax.microedition.m3g.Graphics3D;
import javax.microedition.m3g.Group;
import javax.microedition.m3g.Loader;
import javax.microedition.m3g.Node;
import javax.microedition.m3g.Object3D;
import javax.microedition.m3g.RayIntersection;
import javax.microedition.m3g.Transform;
import javax.microedition.m3g.World;
/**
* Encapsulates our ball. Holds only the movement vector and current coordinates.
* Also, rotates the ball.
*/
public class Ball
{
// The ball's mesh
Group ball = null;
// The ball's movement vector
float[] moveVec = null;
// The ball's transform
Transform trBall = new Transform();
// Vector used in computations
float[] coords;
// How much the ball has been rotated
float rotated = 0.0f;
// Number of bounces
int bounces = 0;
// RayIntersection for collision
RayIntersection ri = new RayIntersection();
/** Constructs our ball and its transform */
public Ball() throws IOException
{
// Use the loader to load it as a Object3D
Object3D[] ballObj = Loader.load("/res/rediBall.m3g");
// Find the World node (Group)
int i = 0;
while(!(ballObj[i] instanceof World))
{
i++;
}
ball = (World)ballObj[i];
// Let the ball start on the paddle
trBall = new Transform();
coords = VectorOps.vector(0.0f, 0.0f, 10.0f);
}
/**
* Renders the ball. Also performs all neccecary computations
* such as mirroring, rotating, etc...
* Returns TRUE if the ball has passed the paddle and game is over
*/
public boolean render(Graphics3D g3d, Group walls, float[][][] wallVectors, float[] paddleCoords)
{
// Clear transform
trBall.setIdentity();
// Check if we are moving
if(moveVec != null)
{
// First rotate the ball a bit
//trBall.postRotate(rotated += 1.0f, 1.0f, 1.0f, 1.0f);
// Normalize the movement vector
ri = new RayIntersection();
float[] nMove = VectorOps.normalize(moveVec);
// See if there is any collision
if(walls.pick(-1, coords[0], coords[1], coords[2], nMove[0], nMove[1], nMove[2], ri) && ri.getDistance() <= 0.5f)
{
// We have collided, get the surface we intersected
Node n = ri.getIntersected();
// Correct our movement vector by mirroring
moveVec = VectorOps.mirror(moveVec, wallVectors[n.getUserID()][2]);
// Let user have contol over the movement by moving the paddle
if(n.getUserID() == M3GCanvas.PADDLE_WALL)
{
// Add extra speed to a maximum amount depending on ball/paddle position
float distX = (paddleCoords[0] - coords[0]) / 10.0f;
float distY = (paddleCoords[1] - coords[1]) / 10.0f;
moveVec[0] = Math.max(-0.3f, Math.min(moveVec[0] - distX, 0.3f));
moveVec[1] = Math.max(-0.3f, Math.min(moveVec[1] - distY, 0.3f));
// After 30 bounces it should be impossibly fast (HAH! A challenge!)
moveVec[2] = moveVec[2] + 0.01f;
// Increase number of bounces
bounces++;
}
}
// Check for bouncing against screen
if(coords[2] >= -0.7f)
{
// Flip over the screen (same as for paddle)
moveVec = VectorOps.mirror(moveVec, wallVectors[M3GCanvas.PADDLE_WALL][2]);
}
// Move the ball
coords[0] += moveVec[0];
coords[1] += moveVec[1];
coords[2] += moveVec[2];
}
// If we should quit (paddle let ball through)
boolean quit = coords[2] <= -7.5f;
rotated += 15.0f;
// Fix transform
trBall.postTranslate(coords[0], coords[1], coords[2]);
trBall.postRotate(rotated, 1.0f, 1.0f, 1.0f);
// Finally: Render the ball
g3d.render(ball, trBall);
if(quit)
{
moveVec = null;
coords = VectorOps.vector(0.0f, 0.0f, 10.0f);
}
return quit;
}
/** Starts the ball off in a reasonable direction at a random position */
public void start()
{
Random r = new Random();
bounces = 0;
moveVec = VectorOps.vector(-0.1f + r.nextFloat() * 0.2f, -0.1f + r.nextFloat() * 0.2f, 0.1f);
coords = VectorOps.vector(-3.0f + r.nextFloat() * 6.0f, -3.0f + r.nextFloat() * 6.0f, -5.0f);
}
/** Returns true if ball is moving */
public boolean isMoving() { return moveVec != null; }
/** Gets number of bounces (for nifty score-print) */
public int getBounces() { return bounces; }
}
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