teachinTech


UBuild: Pong

You will build your own Pong game.

Turn In: Pong1.capx -- your first pong game.

In this activity, you will build a pong game. Pong has a lot of significance in the history of video games. Pong is electronic table tennis.

If you are not familiar with Pong or have never played Pong, type pong into your favorite search engine. You will find a number of sources to both play pong and explore the background of pong.

Since this is a UBuild activity, you will be building this Pong game on your own. Minimal instructions and suggestions will be provided, the rest of the items you determine how they should be implemented.

Note: Your pong game should resemble the classic pong game. Feel free to make minor variations to make it your own.

Your pong game should have a left player, a right player, and pong ball. No score will be kept or displayed and action will continue until game window is closed.

The left player moves up with the Q key and down with the A key. The right player moves up with the O key and down with the L key.

If you would like some suggestions or hints on how you might create the pong game, they are provided below. Ask your instructor if you need additional assistance.

* Bullet behavior, bounce off solids for the pong ball. Adjust the speed accordingly.

* The pong ball bounces off the two players and the top and bottom sides of the board. Solid behavior for those objects (hint need to create top/bottom objects).

* When the pong ball collides with the left or right side of the board, it goes back to the middle and starts the next round of the game. Need objects on the left and right side to detect for a collision there.

* Your window size and layout size should be the same. The entire game should be visible when you run layout. Be sure your game has a size similar to the classic pong game. Review previous size games and experiment to find a size that works.

* Player movement should be smooth, consistent and an appropriate speed. Experiment with both the "On key pressed" and "Key is down" keyboard conditions and different values for the angle and distance. Angles can be positive or negative. For straight lines, use right angle values of positive/negative 0, 90, 180, 270, or 360.


Copyright © 2021 Eric Schumm. Permission granted to freely use this in your classroom.