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  1. int PadSX_Y, PadDX_Y, hWd, directionX, p1_Score, p2_Score;
  2. float Player_Movement, Player2_Movement, Player_Speed, Ball_Speed, BallX, BallY,  directionY, difficulty;
  3.  
  4. void setup(){
  5.   fullScreen(1);
  6.   background(0);
  7.   stroke(255);
  8.   rectMode(CENTER);
  9.   ellipseMode(CENTER);
  10.   textSize(80);
  11.  
  12.   PadSX_Y = height/2;
  13.   PadDX_Y = PadSX_Y;
  14.   hWd = width/2;
  15.   Player_Movement=0;
  16.   Player2_Movement=0;
  17.   Player_Speed = 5;
  18.   Ball_Speed = 5;
  19.   BallX = width/2;
  20.   BallY = height/2;
  21.   directionY=0.25;
  22.   directionX=-1;
  23.   difficulty=0.05;
  24.   p1_Score=0;
  25.   p2_Score=0;
  26. }
  27.  
  28. void drawField(){
  29.   //Creazione dei Muri
  30.   strokeWeight(10);
  31.   text(p1_Score, width*0.4, height*0.3);
  32.   text(p2_Score, width*0.6-40, height*0.3);
  33.  
  34.   line(width*0.1, height*0.2, width*0.9, height*0.2);//Muro Nord
  35.   line(width*0.1, height*0.2, width*0.1, height*0.8);//Muro Ovest
  36.   line(width*0.1, height*0.8, width*0.9, height*0.8);//Muro Sud
  37.   line(width*0.9, height*0.8, width*0.9, height*0.2);//Muro Est
  38.   //Linea tratteggiata del centro campo
  39.   strokeWeight(2);
  40.   stroke(130);
  41.   line(hWd, height*0.23, hWd, height*0.29);
  42.   line(hWd, height*0.35, hWd, height*0.41);
  43.   line(hWd, height*0.47, hWd, height*0.53);
  44.   line(hWd, height*0.59, hWd, height*0.65);
  45.   line(hWd, height*0.71, hWd, height*0.77);
  46.   stroke(255);
  47. }
  48.  
  49. void draw(){
  50.   background(0);
  51.   drawField(); //Disegno Campo
  52.  
  53.   //Disegno Padella Sinistra
  54.   rect(width*0.125, PadSX_Y, 15, height*0.12);
  55.   //Disegno Padella Destra
  56.   rect(width*0.875, PadDX_Y, 15, height*0.12);
  57.   //Disegno Palla
  58.   rect(BallX, BallY, 30, 30);
  59.  
  60.   //Movimento Giocatore 1
  61.   if(!keyPressed){
  62.     Player2_Movement=0;
  63.   }
  64.   if( !(PadSX_Y>height*0.8-height*0.06 && Player2_Movement >0) && !(PadSX_Y<height*0.2+height*0.06 && Player2_Movement<0)){  //Questo if รจ scritto ammerda, sistemare
  65.     PadSX_Y += Player2_Movement;
  66.   }
  67.  
  68.   //Movimento Giocatore 2
  69.   if(!keyPressed){
  70.     Player_Movement=0;
  71.   }
  72.   if(!(PadDX_Y>height*0.8-height*0.06 && Player_Movement >0) && !(PadDX_Y<height*0.2+height*0.06 && Player_Movement<0)){ //Pure questo
  73.     PadDX_Y += Player_Movement;
  74.   }
  75.  
  76.   //Movimento Palla
  77.   BallX += directionX * Ball_Speed;
  78.   BallY += directionY*Ball_Speed;
  79.    
  80.   //Controllo Collisioni
  81.   padCollision();
  82.   wallCollision();
  83.   if(BallX<width*0.125-(15/2)){
  84.      roundReset("p1");
  85.   }else{
  86.      if(BallX>width*0.875+(15/2)){
  87.       roundReset("p2");
  88.      }
  89.   }
  90.  
  91. }
  92.  
  93. void roundReset(String winner){
  94.    if(winner=="p1"){
  95.       p2_Score++;
  96.       BallX=width/2;
  97.       BallY=height/2;
  98.       directionX=1;
  99.    }else{
  100.       p1_Score++;
  101.       BallX=width/2;
  102.       BallY=height/2;
  103.       directionX=-1;
  104.    }
  105.    directionY=0.25;
  106. }
  107.  
  108. void padCollision(){
  109.    if(  (BallX <width*0.125+30 && PadSX_Y+height*0.06>BallY && PadSX_Y-height*0.06<BallY ) ){
  110.          float newDirection = map(BallY, PadSX_Y-height*0.06, PadSX_Y+height*0.06, -2, 2);
  111.          directionY = newDirection;
  112.          Ball_Speed+=difficulty;
  113.          directionX*=-1;
  114.      }
  115. }
  116.  
  117. void wallCollision(){
  118.    if( BallY<height*0.2+15 || BallY>height*0.8-15){
  119.        directionY*=-1;
  120.     }
  121. }
  122.  
  123. void keyPressed(){
  124.    
  125.     if(keyPressed){
  126.      if(key == CODED){
  127.         if(keyCode == DOWN){
  128.            Player_Movement = 0;
  129.            
  130.              Player_Movement = 1*Player_Speed;
  131.            
  132.         }else{
  133.            if(keyCode == UP){
  134.               Player_Movement = 0;
  135.               Player_Movement = -1*Player_Speed;
  136.            }
  137.         }
  138.      }
  139.      if(key == 's'){
  140.             Player2_Movement = 0;
  141.             Player2_Movement = 1*Player_Speed;
  142.             println("Check S");
  143.         }else{
  144.            if(key== 'w'){
  145.                Player2_Movement=0;
  146.                Player2_Movement = -1*Player_Speed;
  147.                println("Check W");  
  148.          }
  149.         }
  150.   }
  151. }
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