Simple game in processing
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Please report sketches only when necessary. Unnecessary or abusive use of this tool may result in your own account being suspended. Cancel Report Sketch. You can run this and notice, that the ball may get very high y speed in this configuration. Instead we would like to limit the maximum speed the ball can get to, lets say, 10 and This can be achieved by using the map function.
It essentially allows us to map the value from one scale to another without having to think about the math ourselves. You have already created a fully playable pong. However, in the original pong, the paddles were controlled by potentiometers.
Here as a bonus exercise, you can connect Arduino with two potentiometers to the Pong Processing sketch, and implement the controls from there. In order to do this, we need to wire two potentiometers to Arduino board according to the schematic. In the end of the sketch there is a example code for Processing, from where we can selectively copy parts to use in our Pong game. First we need to include the serial communications library and define some global variables.
In the Setup we add the code for connecting to the Arduino. The code will print you a list of the serial ports in the Processing console, where you can select the number of port you have your arduino connected to.
To receive values from the Arduino, we add a fuction SerialEvent. In this function we handle the incoming serial data. The phases of the function are explained in the comments of the code. If you now have the Arduino connected and right serial port selected, you should be able to control the paddles with the potentionmeters.
Introduction: Pong With Processing. By eprittinen Visit my portfolio! More by the author:. About: A prototyping enthusiastic with main competence in building rapid electronics prototypes. More About eprittinen ». Below you can download the full code without the Arduino bonus part.
Attachments Pong. More detailed and longer introduction can be found from the Processing website To start programming the Pong-game we will define the ball. First they are defined as global objects. Paddle paddleLeft; Paddle paddleRight; Then they are created in the setup , and finally moved and displayed in the draw function. Did you make this project? Share it with us! I Made It! Remote Control Light Switch by alanmerritt in Arduino.
El lun. Any ideas on how to fix? Sign up for free to join this conversation on GitHub. Already have an account?
Sign in to comment. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. The parameters represents Red, Green and Blue respectively. This should give the yellow color.
The ellipse method takes 4 parameters. Parameter 1 is The X position of the ball Parameter 2 is the Y position of the ball Parameter 3 is the X size of the ball Parameter 4 is the Y size of the ball I replaced parameter 1 and 2 with the variables because I actually want the X and Y positions of the ball to change When the ball moves. If the ball was static, then its okay to write ellipse , , 20, 20 ;.
Note: In programming, any parameter that is expected to change during runtime should be stored as a variable. If the parameter is expected to be constant, then it can be hardcoded. The next step is to create the paddle, so for this you would need to paste the following code in the draw method:. The fill method is very similar to the background method except its job is to paint any object that was created after it the color you specified.
I wanted to paint the paddle and the ball black, so I put this method on top. The rect method accepts 4 parameters also similar to the ellipse method. This variable stores the X position of your mouse. This simply means the paddle would go in the horizontal direction of the mouse.
The next step would be the main logic and I consider it the part that could confuse you. This is normal. We need a series of If statements for the logic, so copy the following code to the draw method:. The first if statement simply checks if the ball has touched the bottom of the screen.
If it has, then the ball should go back in the opposite direction which is up. The next else if statement checks if the ball has touched the top of the screen, if it has, then the ball should go back in the opposite direction which is down. The next else if statement is used to check if the ball has made a collision with the paddle.
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