static GLdouble ballVecY = 0.0;
-static inline double fmax(double a, double b) {
+static inline double myfmax(double a, double b) {
return a > b ? a : b;
}
// Check for collisions with paddles
if(ballVecX < 0 && ballX <= -HEIGHT + -ballVecX * 1.5) {
if(ballY >= paddle1 - PADDLESIZE && ballY <= paddle1 + PADDLESIZE) {
- GLdouble speedChange = fmax(1.0, fabs(paddle1 - ballY) * SPEEDBINC);
+ GLdouble speedChange = myfmax(1.0, fabs(paddle1 - ballY) * SPEEDBINC);
ballVecX *= -speedChange * SPEEDXINC;
ballVecY *= speedChange * SPEEDYINC;
}
}
if(ballVecX > 0 && ballX >= HEIGHT - ballVecX * 1.5) {
if(ballY >= paddle2 - PADDLESIZE && ballY <= paddle2 + PADDLESIZE) {
- GLdouble speedChange = fmax(1.0, fabs(paddle2 - ballY) * SPEEDBINC);
+ GLdouble speedChange = myfmax(1.0, fabs(paddle2 - ballY) * SPEEDBINC);
ballVecX *= -speedChange * SPEEDXINC;
ballVecY *= speedChange * SPEEDYINC;
}