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Apr 2nd, 2014
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  1.  
  2. int points = 0;
  3. int lives = 3;
  4.  
  5. int framesTillAnotherDrop = 200;
  6. float particlesPerFirework = 1;
  7.  
  8. float playerX = 200;
  9. float compX = 200;
  10.  
  11. float ballX = 200;
  12. float ballY = 250;
  13. float ballVX = -2.5;
  14. float ballVY = 2.5;
  15. float ballSize = 10;
  16.  
  17. //float ballD = DOWN; UP RIGHT LEFT
  18. int bDirection = DOWN;
  19.  
  20. float paddle_width = 80;
  21.  
  22. void keyPressed()
  23. {
  24. if (keyCode == UP)
  25. bDirection = UP;
  26. if (keyCode == DOWN)
  27. bDirection = DOWN;
  28. if (keyCode == LEFT)
  29. bDirection = LEFT;
  30. if (keyCode == RIGHT)
  31. bDirection = RIGHT;
  32. }
  33.  
  34. float bSpeed = 3;
  35. void moveBall()
  36. {
  37. ballVX = 0;
  38. ballVY = 0;
  39. if (bDirection == DOWN)
  40. ballVY = bSpeed;
  41. if (bDirection == UP)
  42. ballVY = -bSpeed;
  43. if (bDirection == LEFT)
  44. ballVX = -bSpeed;
  45. if (bDirection == RIGHT)
  46. ballVX = bSpeed;
  47.  
  48.  
  49. ballX += ballVX;
  50. ballY += ballVY;
  51.  
  52. //side to side bounce
  53. if (ballX < 0)
  54. {
  55. ballVX*=-1;
  56. }
  57. if (ballX > width)
  58. {
  59. ballVX*=-1;
  60. }
  61.  
  62. //Bounce for player paddle
  63. if (ballY > (height-paddle_width*.5))
  64. {
  65. float paddleBegin = playerX-paddle_width/2;
  66. float paddleEnd = playerX+paddle_width/2;
  67. if (ballX > paddleBegin && ballX < paddleEnd)
  68. {
  69. ballVY*=-1;
  70. }
  71. }
  72.  
  73. if (ballY < (paddle_width*.5))
  74. {
  75. float paddleBegin = compX-paddle_width/2;
  76. float paddleEnd = compX+paddle_width/2;
  77. if (ballX > paddleBegin && ballX < paddleEnd)
  78. {
  79. ballVY*=-1;
  80. }
  81. }
  82.  
  83.  
  84. //Check for winning conditions
  85. if (ballY > height-paddle_width*.5+5)
  86. {
  87. points -= 1;
  88. //reset ball position
  89. ballX = 200;
  90. ballY = 250;
  91. }
  92.  
  93. if (ballY < paddle_width*.5 - 5)
  94. {
  95. points += 1;
  96. //reset ball position
  97. ballX = 200;
  98. ballY = 250;
  99. }
  100. }
  101.  
  102. void think()
  103. {
  104. if (ballX > compX)
  105. {
  106. compX += 2;
  107. }
  108. if (ballX < compX)
  109. {
  110. compX -= 2;
  111. }
  112. }
  113.  
  114.  
  115. void draw() {
  116.  
  117. background(100);
  118. stroke(0);
  119. fill(0);
  120.  
  121. //Points
  122. textSize(32);
  123. text("points "+points, 32, 25);
  124.  
  125. //Draw paddles
  126. rect(playerX - paddle_width/2, height-paddle_width*.5, paddle_width, paddle_width*.2);
  127. rect(compX - paddle_width/2, paddle_width*.5, paddle_width, paddle_width*.2);
  128.  
  129. //Draw ball
  130. ellipse(ballX, ballY, ballSize, ballSize);
  131.  
  132. playerX = mouseX;
  133. //compX = width - mouseX;
  134. think();
  135.  
  136. moveBall();
  137. }
  138.  
  139. void mouseClicked()
  140. {
  141. //background(0); // clear screen
  142. //populateThings(); //start over
  143. //mouseBomb();
  144. }
  145.  
  146. void setup() {
  147. size(400, 500);
  148. colorMode(HSB, 100);
  149. //mono = loadFont("AndaleMono-32.vlw");
  150. //populateThings();
  151. //println(UP);
  152. }
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