// create paddle
// create the ball
// update the screen every few milliseconds with position
// start in 1D
/* things that you can do:
ball/paddle goes off the screen, comes out the other side
paddles can't go off the screen
score - the game ends when you reach a certain amount?
balls/paddles speed up as the game goes on
balls added as game goes on
incorporate top and bottom
more than 2 players
make it pretty/add music
balls can run into each other
title screen/winning screen
create a computer opponent
fix any bugs
*/
float paddle1Y;
float paddle2Y;
float maxSpeed;
boolean[] paddleControl;
//Ball ball1;
//Ball ball2;
// Ball[] ballArray;
ArrayList<Ball> myList;
void setup() {
size(600, 600);
background(#000000);
smooth();
frameRate(30); // draw() 30 times/seconds
paddle1Y = height/2 - 40;
paddle2Y = height/2 - 40;
maxSpeed = 5;
paddleControl = new boolean[4];
//ball1 = new Ball(50, 100);
//ball2 = new Ball(50, 50, 25, 10, color(0, 0, 255));
// println(ball1.getDiameter());
// ballArray = new Ball[5];
myList = new ArrayList<Ball>();
myList.add(new Ball());
for (int i = 0; i < paddleControl.length; i++) {
paddleControl[i] = false;
} // end of for
// for(int i = 0; i < ballArray.length; i++){
// ballArray[i] = new Ball();
// } // end of for
} // end of setup
void draw() {
background(#000000);
fill(255, 0, 0);
// move paddles
if(paddleControl[0]){
paddle1Y -= maxSpeed;
}
if(paddleControl[1]){
paddle1Y += maxSpeed;
}
if(paddleControl[2]){
paddle2Y -= maxSpeed;
}
if(paddleControl[3]){
paddle2Y += maxSpeed;
}
// draw player 1
rect(10, paddle1Y, 10, 80);
// draw player 2
rect(width - 20, paddle2Y, 10, 80);
//ball1.update();
//ball2.update();
//println(ballArray.length);
// for(int i = 0; i < ballArray.length; i++){
// ballArray[i].update();
// }
// update balls
for(int i = 0; i < myList.size(); i++){
// Ball temp = myList.get(i);
// temp.update();
myList.get(i).update();
} // end of update loop
} // end of draw
void keyPressed() {
if (key == 'w' || key == 'W') {
paddleControl[0] = true;
}
if (key == 's' || key == 'S') {
paddleControl[1] = true;
}
if (keyCode == UP) {
paddleControl[2] = true;
}
if (keyCode == DOWN) {
paddleControl[3] = true;
}
if(key == ' '){
myList.add(new Ball());
}
} // end of keyPressed
void keyReleased(){
if (key == 'w' || key == 'W') {
paddleControl[0] = false;
}
if (key == 's' || key == 'S') {
paddleControl[1] = false;
}
if (keyCode == UP) {
paddleControl[2] = false;
}
if (keyCode == DOWN) {
paddleControl[3] = false;
}
} // end of keyReleased
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