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Question by FlashRenegade · May 28, 2014 at 06:03 PM · pongoffscreenforce stoppaddle

Stop Pong Paddle from moving offscreen

I'm making a Pong game. I can move the paddle upwards but I can't stop it from disappearing offscreen. How do I make it so that, when it reaches the top of the screen, the paddle will stop. I'm using Java.

T$$anonymous$$s is my code so far:

 #pragma strict
 
 //Create a variable to hold player's speed
 var speed:int = 10;
 
 
 
 function Update ()
 {
     //Player input
     if(Input.GetButton("UP"))
     {
         transform.Translate(Vector3(0,speed,0) * Time.deltaTime);
     }
     if(Input.GetButton("Down"))
     {
         transform.Translate(Vector3(0,-speed,0) * Time.deltaTime);
     }
     //Check top bounds
     if (transform.position.y > 14) 
     {
         transform.position.y = 14;
     }
     
 }

It's the part after //Check top bounds that I'm having difficulty with. Thanks in advance.

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avatar image konashadow · May 28, 2014 at 06:29 PM 0
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Answer by kyrnal · May 28, 2014 at 07:15 PM

Setting manual limits in space is a rock solid way to have it stop. It can be automated to get screen dimensions if need be.

 #pragma strict
 
 var speed: float;
 var limitUp: float;
 var limitDown: float;
 
 private var myTransform: Transform;
 private var pos: Vector3;
 
 function Start ()
 {
     myTransform = gameObject.transform;
 }
 
 function Update ()
 {
 
     pos = myTransform.position;
 
     if(Input.GetButton("UP"))
     {
           if(myTransform.position.y >= limitDown)
           {
               pos.y -= speed;
           }
     }
      
     if(Input.GetButton("Down"))
     {
           if(myTransform.position.y <= limitUp)
           {
               pos.y += speed;
           }
     }
     
     myTransform.position = pos;
 
 }
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Answer by ericdl · May 28, 2014 at 07:04 PM

Your code works. Make sure to set your camera's size property to an appropriate number in the inspector panel. Or, in your code change the transform.position.y bounds check to somet$$anonymous$$ng smaller than 14.

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Answer by fafase · May 28, 2014 at 07:48 PM

Place two objects in your scene at the position you want the pad to stop an drag them into the slots.

 public Transform top;
 public Transform bottom;
 
 void Update()
 {
     float sign = Input.GetAxis("Vertical"));
     if(sign == 0) return;

     Vector3 pos = transform.position;
     pos.y += speed * Time.deltaTime * sign;
     pos.y = Mathf.Clamp(pos.y, bottom.position.y, top.position.y);
 
 }
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