You could consider your paddle as a rectangle with two half circles at the ends. Then find out what the ball hits and perform collision response accordingly (for the rectangle, reflect the velocity about the surface normal, for the half circles do the same but the normal depends on the location the ball hit - and this'll make the ball bounce off at different angles if it hits the edges of the paddle). Though this kind of design can't really be shoehorned in the typical "if ball position is less than zero do such and such" type of code - you'd need to start from scratch and define actual objects, run correct intersection loops, etc..
I was afraid of that, but I'm still attempting to shoehorn it into the code. I've found a solution that involves taking the location of the center of the ball and figuring out where it collides in relation to the center of the paddle and adjusting it's direction, speed, and position accordingly. If that doesn't work out I'll create three different collision boxes for each paddle. I know I shouldn't be, but I'm very lazy and attempting to shortcut writing completely new code as much as I can.
Thank you for all of your help and suggestions though. When I work something out I'll post it here and hopefully you guys can look it over and let me know where I need improvement.
There are multiple ways you could do this. I think the simplest would be to have it check each 1/3 of the paddle (as you suggest), and, do something like this:
if (PaddleHit()) {
// This covers the middle part of paddle hit
ballSpeed.Y *= -1;
if (LeftSidePaddleHit()) {
// increase Y speed, so it goes up at a tighter angle:
ballSpeed.Y *= 2;
}
else if (LeftSidePaddleHit()) {
// decrease Y speed, so it goes up at a wider angle:
ballSpeed.Y /= 2;
}
// Ensure Y-Speed doesn't go above or below a minimum here
}
That code above is just a guess. You should really be keeping the velocity as a fraction, so you can perform these computations with greater accuracy.
The other methods of doing this would involve some trigonometry, or some vector math. You're welcome to look up some solutions related to them if you would like.
I just noticed this reply from you. That's a pretty simple way of doing it. I'll give it a go and let you know how it turns out. Thanks for your help
Edited by wtfmates, 24 October 2012 - 10:03 AM.