pong game

@sdktester15 and I have conversed about this in other posts. 

You should check all discussions out:

https://www.youtube.com/watch?v=DJvz7mkwE-g

https://www.youtube.com/watch?v=Zs_xuT4FlaI

https://www.youtube.com/watch?v=Vek2S2_UHus

You will need SSK2 for them to work: 

https://roaminggamer.github.io/RGDocs/pages/SSK2/

Ok i am just doing it to learn. I will let you know how i make out

The code at those links is still worth looking at w/o SSK2

how can have the paddle follow the ball

That was discussed in the forum posts I linked above, there are two videos about it, sample code at the posts and linked in the videos.

Please review the materials already given to you.

wouldn’t linear velocity be for the paddles and not the ball?

The answer is, it depends.

i.e. It depends on how you’re implementing your game.

I used a number of techniques for moving balls and paddles in the various samples I provided.

You post are helpful. I think its a bit conplex. I have seem sample pong games in python and they seem less complicated. I am very new to programming so i really appreciate your help.

I breaking things down in to parts . First is moving the ball and bouncing off walls. Then making paddles and moving them then making the ball hit the paddle. Then keeping score. I want to use lua only no addins. I am learn linear velocity now.

I will have more questions in the future so thanks in advance

Yes, sorry.  These examples were not meant to be simple in the sense you’re describing.  They use SSK2, they use modules, they implement a couple of basic ‘auto-paddle’ movement types.

Good luck on this.  It sounds like a pretty solid approach to learning new things about Torque.

Note: SSK2 is pure Lua.

so far I figured out how to get one paddle to move as a player.

I will figure out how to move the ball next .

Good job, keep going!

I was thinking of using transition.moveTo. in conjunction with math.random()

in order to move the ball.  This way the movement of the ball will change periodically.

Does anyone know how to use the math.random feature

i figured out how to use math.random with transition.to and setLinearVelocity.

I now have to figure out collssions with the paddles and how to get the non players paddle to hit the ball

I can 't get the  ball to bounce off my paddle  below is my code.

I hope I can get some help on this


– main.lua


– Your code here

local physics = require(“physics”)

physics.start()

– Create a rectangle player one

myRect = display.newRect( 0, 0, 50, 100 )

–local myRect=display.newImage (“paddle1.png”)

myRect.x =100

myRect.y =125

– Add a body to the rectangle

—physics.addBody( myRect, “dynamic” )

–removed dynamic cause the paddle would move on its own. static was better

—physics.addBody( myRect, “static” )

physics.addBody( myRect, “static” ,{density = 1.0, friction = .3, bounce = .2})

– Set the linear velocity

—myRect:setLinearVelocity( 100, 20 )

---------------move paddle player#1

local function ontouch (event)

  if event.phase == “ended” then

----moves it any where i click–

      — transition.to (myRect,{x=event.x, y=event.y})

—just moves it up and down

        transition.to (myRect,{y=event.y})

   end

end

Runtime:addEventListener(“touch”, ontouch)

----draw ball

local myCircle = display.newCircle( 200, 200, 30 )

myCircle:setFillColor( 0.5 )

myCircle.x =300

myCircle.y =125

physics.addBody(myCircle,“dynamic”,{density=0.1,bounce = 0.4, friction = 1})

–physics.addBody(myCircle,“static”,{density=0.1,bounce = 4, friction = 1})

–myCircle:setLinearVelocity(-100,20)

----temp commented out

–myCircle:setLinearVelocity(math.random(-300,300),20)

 --transition.to (myCircle,{x=myCircle.x-300, y=myCircle.y})

–transition.to (myCircle,{x=myCircle.x-math.random(-300,300), myCircle.y+math.random(-300,300)})

transition.to (myCircle,{x=myCircle.x-300, y=myCircle.y})

—collsion when ball hits paddle

local function ballcollison( self, event)

if ( event.phase == “began” ) then

       print (“event began”)

      

    elseif ( event.phase == “ended” ) then

        print (“ball hit paddle”)

        --myCircle.y =125

    end

end

myRect.collision = ballcollison

myRect:addEventListener(“collision”)

myCircle.collision = ballcollison

myCircle:addEventListener( “collision” )