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test2.pjs
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test2.pjs
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int bx, by, bz;
float dx, dy, dz;
int paddledepth = 160, paddlesize = 100, walldepth = -1000, cameradepth = 200, score;
int speed = 20;
void setup() {
size(window.innerWidth * .95, window.innerHeight * .95, OPENGL);
newgame();
PFont fontA = loadFont("Courier New");
textFont(fontA, 36);
}
void newgame() {
bx = .4*width;
by = .4*height;
bz = walldepth;
dx = 0;
dy = 0;
dz = speed;
score = 0;
}
void draw() {
background(0);
lights();
noStroke();
// gravity
dy += 0.10;
bx += dx;
by += dy;
bz += dz;
camera(mouseX,mouseY,500, width/2, height/2, -200, 0, 1, 0);
boolean paddling = bx > mouseX - paddlesize/2 && bx < mouseX + paddlesize/2 && by > mouseY - paddlesize/2 && by < mouseY + paddlesize/2;
// collisions
if(bz == paddledepth && mousePressed) {
// cheating: never miss, random deflection
dx = random(speed/10)-speed/20;
dy = random(speed/3);
dz = -speed;
} else if(bz == paddledepth && paddling) {
// my paddle
dz = -dz;
dx = (speed/4)*(bx - mouseX)/paddlesize;
dy = (speed)*(by - mouseY)/paddlesize;
score++;
} else if(bz < walldepth) {
// opponent
dz = -dz;
} else if(by > height) {
// floor
dy = -dy;
by -= 1;
}
if(bz >= 1000) {
newgame();
}
// sphere has a light source
pointLight(255,255,255,bx,by,bz);
// bouncing sphere
pushMatrix();
translate(bx,by,bz);
if(by > height*9/10 && bz < paddledepth) {
scale(1, 5.5-5*by/height, 1);
}
fill(255,88,0);
sphere(30);
popMatrix();
// distracting cube
pushMatrix();
translate(width*3/4, height/2, -650);
rotateX(PI/4);
rotateZ(PI/3);
fill(255,255,255,128);
box(90, 60, 150);
popMatrix();
// floor
pushMatrix();
translate(width/2, height, walldepth/2);
fill(99,55,22,192);
box(700,10,walldepth+15);
popMatrix();
// computer's paddle
pushMatrix();
translate(bx, by, walldepth);
fill(255,55,22,192);
box(paddlesize,paddlesize,10);
popMatrix();
// gameboard divider ("net")
pushMatrix();
translate(width/2, height/2, walldepth/2);
fill(99,55,22,32);
box(500,700,10);
popMatrix();
// distracting sphere
pushMatrix();
translate(width/4, height/3, -90);
fill(22,55,99);
sphere(90);
popMatrix();
// my paddle (last so alpha works)
pushMatrix();
if(mousePressed) {
translate(bx, by, paddledepth);
} else {
translate(mouseX, mouseY, paddledepth);
}
fill(255,255,0,32);
box(paddlesize,paddlesize,10);
popMatrix();
}