// Collision (Pong) // by REAS <http://reas.com> // Move the mouse up and down to move the paddle. // Updated 13 January 2003 by K Pfeiffer // Global variables for the ball double ball_x; double ball_y; double ball_dir = 1; double ball_iSize = 5; // Radius double dy = 0; // Direction // Global variables for the paddle int paddle_width = 5; int paddle_height = 20; int dist_wall = 15; public override void setup() { size(200, 200); rectMode(CENTER_RADIUS); ellipseMode(CENTER_RADIUS); noStroke(); ball_y = height/2; ball_x = 1; framerate(30); } public override void draw() { background(51); ball_x += ball_dir * 2; ball_y += dy; if(ball_x > width+ball_iSize) { ball_x = -width/2-ball_iSize; ball_y = random(0, height); dy = 0; } // Constrain paddle to screen double paddle_y = constrain(mouseY, paddle_height, height-paddle_height); // Test to see if the ball is touching the paddle double py = width-dist_wall-paddle_width-ball_iSize; if(ball_x == py && ball_y > paddle_y - paddle_height - ball_iSize && ball_y < paddle_y + paddle_height + ball_iSize) { 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_iSize && ball_dir == -1) { ball_dir *= -1; } // If the ball is touching top or bottom edge, reverse direction if(ball_y > height-ball_iSize) { dy = dy * -1; } if(ball_y < ball_iSize) { dy = dy * -1; } // Draw ball fill(255); ellipse(ball_x, ball_y, ball_iSize, ball_iSize); // Draw the paddle fill(153); rect(width-dist_wall, paddle_y, paddle_width, paddle_height); }