I'm making a basic pong game (paddle is a rectangle on the bottom of the screen and the ball drops from the top of the screen). I want the ball to bounce back up ONLY when it hits the paddle. So far, I've written code that will make the ball bounce off the top and bottom screen, but I'm having trouble with getting the ball to bounce off the paddle.

I've been trying to think of a solution for this, and what I'm thinking is that if the ball hits the paddle's y coordinate (the height), then it bounces back up. But it also has to be within the range of x coordinates that make up the paddle (so the width of the paddle).


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It's easy to make an object bounce off the edges of the screen(just reversing velocity when it moves past the edge), and it's easy to make a RigidBody2D bounce(just by tweaking parameters). But I want my KinematicBody2D player character to be able to bounce in a similar way, off the walls made using tileset.

So basically I want to try to make the Sprite bounce off the boundaries of my pygame screen (1920, 1020) but it doesn't work along with the player movement. For me, either have the player movement or the bounce. The code below includes the player movement but not the bounce. But I want bottth... Any ideas? Thanks! Credits to Rabbid76 and Ann Zen.

make a bounce animation. define your boundaries and when you hit a wall make the animation run. (for this example you have to predefine hit_wall and have an if statement to check if it is on your boundaries)

Example:

So I have a student who really wants to make a sprite move up to the top of the screen then when they get the stop move down until they reach the bottom and then go back up. Basically bouncing up and down on the screen.

There are several ways to make this happen. In this unit, Chapter 2 Building Games will provide the student with the code needed to cause this to happen. My suggestion is to have the student work through these lessons and then return to Lesson 14 to update their project.

Hey all,


I used the Hubspot email bounce tool to create a list of hard bounced contacts. I was surprised at how many there were, but upon further inspection I found that it was including contacts who may have bounced once a while ago but had received the last few emails and opened them. 


How can I create a hard bounce list that only includes hard bounced users who never stopped bouncing? I figured I could create a parameter that filtered out anyone who had a "delivered" email within a certain period but I couldn't find such a property.


Here are the rules I chose when creating the original list mentioned above: 

Thanks!

HubSpot keeps the value in the Email hard bounce reason even if the contact has been since unbounced. That's why these contacts will still show up when you create a list and filter for Email hard bounce reason is known, for example. There also isn't any property documenting the date of the email hard bounce. This would be helpful because we could then determine whether the Last marketing email send date (the most recent email delivery) was after the bounce date.

But I think your BOUNCE block is buggy, and not just because you left out the number at the top. You're right that sometimes 360-direction is the right thing and sometimes 180-direction is. But what makes the difference is not the direction of the sprite but whether the edge it hit is vertical or horizontal. A vertical wall needs 360-direction; a horizontal wall (otherwise known as the ceiling or the floor) needs 180-direction.

The sprite bounces as soon as it touches the stage. In your version, the sprite can move its rotation center to the edge of the stage which means that half the costume is outside of the stage when your rotation center is at the center of the sprite (that's perfectly fine but not how the "if on edge bounce" block works).

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Just like with most games, we know there are many ways a ball can bounce. For example, when dropped to the ground, thrown against a wall, hit with a racket, slapped, kicked, etc. Apart from a bowling or a wrecking ball, we know that there are many ways to physically make the ball bounce. However, one question remains: at want point of the game do we want to see our ball bounce?

And if you would like to learn more clever ways to build games like this, check out how to make a scrolling game on Scratch. Maybe you are still new to Scratch and would like to expand your horizons, enroll in one of Scratch coding for kids classes and receive the best Scratch training of all! There's no risk in trying with our free Scratch class.

I am developing a 3d table tennis game and so far I am successful in hitting the ball with racket, but the major problem is ball does travel but not bounce, it falls on the table surface after colliding it with racket and travel like a golf ball on the field I want to make it like a real table tennis ball.

Any suggestions, or any type of tutorial or example projects? Please Help

I am having a weird issue with sprites. I have a canvas and two sprites (I am creating a simple pong game). One sprite is a ball the other is a paddle. When the ball is in motion it bounces off of the walls perfectly, however, when it hits the paddle, it slows down very dramatically. I am not sure what setting might be at play here. The ball is set to bounce at 100 and the paddle at 0.

Does anyone have any advice?

Bounce: When a sprite hits a surface or another sprite, this is the percentage of the speed that sprite with bounce back with. A bounce of 100 means that the sprite will bounce back at the same speed it had in its collision. A bounce of 200 will cause the sprite to bounce off with twice its speed. This is demonstrated in the GIF above under Picture List, where the beaver has a bounce of 50, or half its initial speed.

When ready to use, you can simply pour out what you need of the liquor, or you can strain out the cherries and decant the bounce into decorative bottles. The cherries are edible, but still have pits. You can eat, them, use them to garnish a cocktail or spoon some bounce and cherries over ice cream for a boozy dessert, just remind those you serve it to about the pits.

I'm P.C. I think I am like most people. Somewhere in the middle between food snob and food schlub. Just being in the kitchen makes me happy. I live, mostly in my kitchen, in my hometown of Memphis, Tennessee.

BounceTerm is a SIMBL plugin for Mac OS X's Terminal.app that makes the dock icon bounce when a bell or beep is triggered. This can be useful if you have a long-running process going on and you want to be notified when it's done (assuming it beeps, of course).

A music video was produced for the single. It was directed by Mickey Finnegan.[1] In the music video, an attractive woman with a large pair of hands struggles to make her way around a party without being hit on, and after having her backside unconsensually touched a couple of times, proceeds to start slapping people around the room.[6] Oblivious onlookers to the consequent carnage continue to touch her backside causing her to keep attacking the perpetrators. Some innocent partiers get blasted as collateral damage. One atrocity later, only her and Fresh remain, and they depart the party together.[1]

Hello. I made a beat and I want to make bounce effect on it - from left to right channel and opposite - and I know it can be done through automation (well never tried, but I did it in Acid this way), but I wonder if there is function a dedicated for this? Logic has plenty of options and it's for the lazy 2 .

I like the Bounce Lands, they only have the same draw back as a normal tap land (since you always bounce a land that you already tapped). They are basically the same as drawing 2 lands since they help you make 2 land drops and I have never been forced to discard off of one.

Since EDH is based on one-ofs, I think that bounce lands make sense for dual colored decks that aren't based on a tempo strategy. I think this is pretty inclusive. You can't have 4 fetches and 4 duals and/or 4 shocks and you need more lands total.

I'm leaning towards not playing them tbh, as I feel that the tempo loss is a bit too great if I'm trying to make it the best possible (I'm going to be getting the original Duos and a fair few Fetches (only the both on colour ones though).

I have found them particularly useful in some situations, though, like if there is a Winter Orb or something like that. For slower decks that aren't trying to make the first game moves in multiplayer, they seem to just fix without any issues. If your general costs a lot and the deck is built around the general or other expensive cards, it probably isn't a problem either.

When I made my comment about strip mine for a bounce land being a trade you could be glad of we had no info on the deck outside of "Marath" and with so many courses open for a tool box commander in Naya I had no indication of what way your deck went. Are bounce lands good for your deck? no. Does a bounce land getting strip mined put a deck 2 turns behind, or even 1? Don't make me laugh. It denies a bit of mana. To a deck playing out an aggressive early game this is devastating, but to a deck that plays defensively early and has an explosive mid-late game it is an annoyance.

I would only consider running bounce-lands in a deck that utilized the playing of lands as well as the mana. Get enough Exploration / Oracle of Mul Daya effects going and landfall triggers like Roil Elemental and Ob Nixilis, the Fallen and you might just have something. e24fc04721

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