mirror of
https://github.com/processing/processing4.git
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86 lines
1.6 KiB
Plaintext
86 lines
1.6 KiB
Plaintext
/**
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* Collision (Pong).
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*
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* Move the mouse up and down to move the paddle.
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*/
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// Global variables for the ball
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float ball_x;
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float ball_y;
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float ball_dir = 1;
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float ball_size = 15; // Radius
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float dy = 0; // Direction
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// Global variables for the paddle
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int paddle_width = 10;
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int paddle_height = 60;
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int dist_wall = 15;
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void setup()
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{
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size(640, 360);
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rectMode(RADIUS);
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ellipseMode(RADIUS);
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noStroke();
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smooth();
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ball_y = height/2;
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ball_x = 1;
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}
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void draw()
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{
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background(51);
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ball_x += ball_dir * 1.0;
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ball_y += dy;
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if(ball_x > width+ball_size) {
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ball_x = -width/2 - ball_size;
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ball_y = random(0, height);
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dy = 0;
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}
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// Constrain paddle to screen
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float paddle_y = constrain(mouseY, paddle_height, height-paddle_height);
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// Test to see if the ball is touching the paddle
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float py = width-dist_wall-paddle_width-ball_size;
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if(ball_x == py
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&& ball_y > paddle_y - paddle_height - ball_size
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&& ball_y < paddle_y + paddle_height + ball_size) {
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ball_dir *= -1;
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if(mouseY != pmouseY) {
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dy = (mouseY-pmouseY)/2.0;
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if(dy > 5) { dy = 5; }
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if(dy < -5) { dy = -5; }
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}
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}
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// If ball hits paddle or back wall, reverse direction
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if(ball_x < ball_size && ball_dir == -1) {
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ball_dir *= -1;
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}
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// If the ball is touching top or bottom edge, reverse direction
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if(ball_y > height-ball_size) {
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dy = dy * -1;
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}
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if(ball_y < ball_size) {
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dy = dy * -1;
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}
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// Draw ball
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fill(255);
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ellipse(ball_x, ball_y, ball_size, ball_size);
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// Draw the paddle
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fill(153);
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rect(width-dist_wall, paddle_y, paddle_width, paddle_height);
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}
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