We want actions to happen after two different events: the ball hitting a wall and the ball being flung by the user. Each time the ball changes direction we want the heading label to be updated. To implement all three of these features, we will use the Ball1. Flung event handler, the Ball1.
EdgeReached event handler, and create a new procedure called UpdateLabel. Define a new procedure that updates the heading in the HeadingLabel. Drag out a new procedure block and name it UpdateLabel.
Build the UpdateLabel procedure. The completed blocks should look like this:. Leave the arg socket open because UpdateLabel does not take any input also called arguments. Observe how the blocks fit together. UpdateLabel sets the HeadingLabel. Text to the value of Ball1's heading. Heading is a number that represents the direction in degrees of the path that ball is following. Headings start at 0 degrees at the right side, positive x-axis as in the diagram shown below, and continue to degrees.
If you've taken Geometry, this is how the unit circle assigns degrees. When you start playing with the app watch how the numbers change and see if you can make sense of how heading is represented by the numbers you see. The ball should change direction when the player flings it. The ball's new direction will be in the same direction as the fling gesture. Drag out a Ball1. Flung block. Notice how this block provides arguments for x, y, xvel, yvel, heading, and speed of the fling.
We want to update the heading of the ball to whatever heading is reported by the Flung event. When a fling happens, we also want to update the heading number displayed on screen by calling UpdateLabel. The ball should change direction when it hits one of the four walls, also called "edges".
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