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Paddle.java

May 7th, 2021
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Java 1.71 KB | None | 0 0
  1. package testGame;
  2.  
  3. import java.awt.Color;
  4. import java.awt.Graphics;
  5. import java.awt.Rectangle;
  6.  
  7. class Paddle extends Rectangle {
  8.     //int x, y, width, height;  //WARNING: cannot redefine these Rectangle variables.
  9.  
  10.     boolean upAccel = false;
  11.     boolean downAccel = false;
  12.     //all doubles must have a decimal when declared. This makes it obvious to others that it is a double
  13.     double yVel = 0.0;
  14.     static final double MOVESPEED = 2.0;
  15.    
  16.     //final double GRAVITY = 0.98; //This is NOT gravity. It's an acceleation parameter. Your balls don't fall to the ground
  17.     final double DAMPING = 0.98; //So we'll call it damping.
  18.  
  19.     Paddle(char c) {
  20.         this.width = 35;
  21.         this.height = 90;
  22.         this.x = 100;  //fake number
  23.         this.y = Game.SCREEN_HEIGHT / 2 - (height / 2);
  24.         if (c == 'L') this.x = 10;
  25.         if (c == 'R') this.x = Game.SCREEN_WIDTH - 10 - this.width;
  26.        
  27.     }
  28.  
  29.  
  30.     public void move() {
  31.         if (upAccel) {
  32.             yVel -= MOVESPEED;
  33.         } else if (downAccel) {
  34.             yVel += MOVESPEED;
  35.         } else if (!upAccel && !downAccel) {
  36.             if((int)yVel != 0) {
  37.                 yVel *= DAMPING;
  38.             }
  39.         }
  40.  
  41.         if (yVel > 5) {
  42.             yVel = 5;
  43.         }
  44.         if (yVel < -5) {    //replaced ElseIf with If
  45.             yVel = -5;
  46.         }
  47.  
  48.         y += (int)yVel;
  49.  
  50.         checkWallCollision();
  51.     }
  52.  
  53.     //There's a bunch of stuff that no other class ever needs to see, so make it private instead of public or default.
  54.     //Rename this so that it's clear that we're only checking wall collisions here
  55.     private void checkWallCollision(){
  56.         if(y <= 0) {
  57.             y = 0;
  58.             yVel = 0;
  59.             return;
  60.         }
  61.        
  62.         if(y + height >= Game.SCREEN_HEIGHT) {
  63.             y = Game.SCREEN_HEIGHT - height;
  64.             yVel = 0;
  65.         }
  66.     }
  67.    
  68.     void draw(Graphics g) {
  69.         g.setColor(Color.white);
  70.         g.fillRect(x, y, width, height);
  71.  
  72.     }
  73. }
  74.  
  75.  
  76.  
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