/*Class Paddle
* class untuk mengatur papan pemukul
* pada permainan ini
*
* author dewimardanic
* version 14/12/2020
*/
import java.awt.Color;
import java.awt.Graphics;
public class Paddle
{
public int paddleNumber;
public int x, y, width = 50, height = 250;
public int score;
public Paddle(Pong pong, int paddleNumber)
{
this.paddleNumber = paddleNumber;
if (paddleNumber == 1)
{
this.x = 0;
}
if (paddleNumber == 2)
{
this.x = pong.width - width;
}
this.y = pong.height / 2 - this.height / 2;
}
public void render(Graphics g)
{
g.setColor(Color.ORANGE);
g.fillRect(x, y, width, height);
}
public void move(boolean up)
{
int speed = 15;
if (up)
{
if (y - speed > 0)
{
y -= speed;
}
else
{
y = 0;
}
}
else
{
if (y + height + speed < Pong.pong.height)
{
y += speed;
}
else
{
y = Pong.pong.height - height;
}
}
}
}