In my opinion I at first tried to implement new ball speed as superposition of ball speed and paddle speed. In vector form it would be:
V_ball_new = V_ball + V_paddle
Results should be interesting too.
Good luck.
Hmm yes I think I tried doing that but it failed miserably because it set the speed to something that's way too high. I need to up my resolution to be able to do this as I am working in a 640x480 space. Also I think I would have to divide the result by X to make it not go too fast.
I'll think about it and see if I can get a nice result! :) Thanks
Actually.. Come to think of it I use this
Ball->SetVelY((Ball->GetPosY()+7)-(Paddle2->GetPosY()+50));
Where I add 7 to the ball pos and 50 to the paddle pos to get the center of them, because the ball is 15x15 and the paddle is 100x20.
But the ball gets a massive speed even if I divide it by 1000 for some reason..
EDIT:
I had it from the beginning.. I was just stupid enough to forget a very simple mathematical rule:
Multiplication and division first.
Ball->SetVelY(((Paddle2->GetPosY()+7)-(Ball->GetPosY()+50))/10);
There.... Solved