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// Collision (Pong)
// by REAS <http://reas.com>
// Global variables for the ball
float ball_x;
float ball_y;
float ball_dir = 1;
float ball_size = 5; // Radius
float dy = 0; // Direction
// Global variables for the paddle
int paddle_width = 5;
int paddle_height = 20;
int dist_wall = 15;
void setup()
{
size(200, 200);
rectMode(CENTER_RADIUS);
ellipseMode(CENTER_RADIUS);
noStroke();
ball_y = height/2;
ball_x = 1;
framerate(30);
}
void draw()
{
background(51);
ball_x += ball_dir * 2;
ball_y += dy;
if(ball_x > width+ball_size) {
ball_x = -width/2-ball_size;
ball_y = random(0, height);
dy = 0;
}
// Constrain paddle to screen
float paddle_y = constrain(mouseY, paddle_height, height-paddle_height);
// Test to see if the ball is touching the paddle
float py = width-dist_wall-paddle_width-ball_size;
if(ball_x == py
&& ball_y > paddle_y - paddle_height - ball_size
&& ball_y < paddle_y + paddle_height + ball_size) {
ball_dir *= -1;
if(mouseY != pmouseY) {
dy = (mouseY-pmouseY)/2.0;
if(dy > 5) { dy = 5; }
if(dy < -5) { dy = -5; }
}
}
// If ball hits paddle or back wall, reverse direction
if(ball_x < ball_size && ball_dir == -1) {
ball_dir *= -1;
}
// If the ball is touching top or bottom edge, reverse direction
if(ball_y > height-ball_size) {
dy = dy * -1;
}
if(ball_y < ball_size) {
dy = dy * -1;
}
// Draw ball
fill(255);
ellipse(ball_x, ball_y, ball_size, ball_size);
// Draw the paddle
fill(153);
rect(width-dist_wall, paddle_y, paddle_width, paddle_height);
}
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