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Paddle.pde
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Paddle.pde
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class Paddle
{
float xPos;
float yPos;
int paddleWidth;
int paddleHeight;
int bevel;
float moveSpeed;
boolean isPlayer;
Ball ball;
Paddle(boolean player, Ball b)
{
isPlayer = player;
paddleWidth = (height + width)/50; //UPDATED
paddleHeight = (height + width)/16;
moveSpeed = height/80;
ball = b;
yPos = yMid - (paddleHeight /2);
int paddleOffset = int(width/10);
if(isPlayer)
{
xPos = paddleOffset;
}
else
{
xPos = width-paddleOffset;
}
}
void drawPaddle()
{
movePaddle();
fill(255);
rect(xPos, yPos, paddleWidth, paddleHeight, bevel);
}
float ballsLastx;
float ballsLasty;
void movePaddle()
{
if(isPlayer)
{
if(keyPressed && key == CODED) //TODO check if on borders
{
if(keyCode == UP && !isAtTop())
{
yPos -= moveSpeed;
}
if(keyCode == DOWN && !isAtBottom())
{
yPos += moveSpeed;
}
}
}
else
{
//Maybe add some random gitter for lower difficulties
float ballx = ball.xPos;
float bally = ball.yPos;
yPos += moveSpeed * AiMove(ballx, bally);
ballsLastx = ballx;
ballsLasty = bally;
}
}
int AiMove(float ballx, float bally)
{
PVector ballVect = ball.speed;
if(ballx < ballsLastx)
{
//move to center
//am above or below center
if(yPos < yMid - (paddleHeight / 2) - deadzone)//UPDATED
{
return 1;
}
else if(yPos > yMid - (paddleHeight / 2) + deadzone)
{
return -1;
}
else
{
return 0;
}
}
else
{
float xDistToBall = xPos - ballx;
float TargetY = ((xDistToBall/ballVect.x)*ballVect.y)+bally;
TargetY -= paddleHeight / 2;
if(TargetY<0)
{
TargetY = abs(TargetY);
}
if(TargetY > height)
{
TargetY -= abs(TargetY - height);
}
//Move to TargetY
//am above or below target
if(yPos < TargetY - deadzone) //UPDATED
{
return 1;
}
else if(yPos > TargetY + deadzone)
{
return -1;
}
else
{
return 0;
}
}
}
boolean isAtTop()
{
if(yPos <= 0)
return true;
else
return false;
}
boolean isAtBottom()
{
if(yPos + paddleHeight >= height)
return true;
else
return false;
}
}