AABB Collision Detection and Physics – Finishing the Pong Game
In this chapter, we will code our second class. We will see that although the ball is obviously quite different from the bat, we will use the exact same techniques to encapsulate the appearance and functionality of a ball inside a Ball
class, just like we did with the bat and the Bat
class. We will then add the finishing touches to the Pong game by coding some collision detection and scorekeeping. This might sound complicated but as we are coming to expect, SFML will make things much easier than they otherwise would be.
We will cover the following topics in this chapter:
- Coding the
Ball
class - Using the
Ball
class - Collision detection and scoring
- Running the game
- Learning about the C++ spaceship operator
We will start by coding the class that represents the ball.