# R-Cade Games: Simulating the Legendary Game of Pong

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Pong is one of the earliest arcade games on the market, first released in 1972. From the day I first saw this miracle box, I wanted to know more about computers.

I learnt how to write code from the 1983 book Dr. C. Wacko’s Miracle Guide to Designing and Programming your own Atari Computer Arcade Games. This book explains in a very clear and humorous way how to write computer games in Atari basic. I devoured this book and spent many hours developing silly games. This article is an ode to Dr Wacko, a computer geek’s midlife-crisis and an attempt to replicate the software I developed thirty years ago.

I showed in a previous post that R can be used for board games. The question is whether we create arcade games in R. My challenge is to recreate the look and feel of 1980s arcade games, or *R-Cade* games, using R? The code shown below simulates the legendary game of pong.

## Playing Pong in R

The code is based on the Wacko’s* Boing Program* in the above-mentioned book. The R code is fully commented and speaks for itself. Please note that the animation is very clunky when you run it in RStudio. Only the native R Terminal displays the animation correctly.

Perhaps somebody can help me perfect this little ditty. I love to know how to read real-time USB input to control the game, so we get a step closer to the first R-Cade game.

## The Pong Code

# Sound library library(beepr) # Game parameters skill <- 0.87 # Skill (0-1) score <- 0 high.score <- 0 # Define playing field par(mar = rep(1,4), bg = "black") plot.new() plot.window(xlim = c(0, 30), ylim = c(0, 30)) lines(c(1, 30, 30, 1), c(0, 0, 30, 30), type = "l", lwd = 5, col = "white") # Playing field boundaries (depend on cex) xmin <- 0.5 xmax <- 29.4 ymin <- 0.5 ymax <- 29.4 # initial position x <- sample(5:25, 1) y <- sample(5:25, 1) points(x, y, pch = 15, col = "white", cex = 2) # Paddle control psize <- 4 ypaddle <- y # Set direction dx <- runif(1, .5, 1) dy <- runif(1, .5, 1) # Game play while (x > xmin - 1) { sound <- 0 # Silence Sys.sleep(.05) # Pause screen. Reduce to increase speed points(x, y, pch = 15, col = "black", cex = 2) # Erase ball # Move ball x <- x + dx y <- y + dy # Collision detection if (x > xmax) { dx <- -dx * runif(1, .9, 1.1) # Bounce if (x > xmin) x <- xmax # Boundary sound <- 10 # Set sound } if (y < ymin | y > ymax) { if (y < ymin) y <- ymin if (y > ymax) y <- ymax dy <- -dy * runif(1, .9, 1.1) sound <- 10 } # Caught by paddle? if (x < xmin & (y > ypaddle - (psize / 2)) & y < ypaddle + (psize / 2)) { if (x < xmin) x <- xmin dx <- -dx * runif(1, .9, 1.1) sound <- 2 score <- score + 1 } # Draw ball points(x, y, pch = 15, col = "white", cex = 2) if (sound !=0) beep(sound) # Move paddle if (runif(1, 0, 1) < skill) ypaddle <- ypaddle + dy # Imperfect follow # Draw paddle # Erase back line lines(c(0, 0), c(0, 30), type = "l", lwd = 8, col = "black") # Keep paddle inside window if (ypaddle < (psize / 2)) ypaddle <- (psize / 2) if (ypaddle > 30 - (psize / 2)) ypaddle <- 30 - (psize / 2) # Draw paddle lines(c(0, 0), c(ypaddle - (psize / 2), ypaddle + (psize / 2)), type = "l", lwd = 8, col = "white") } beep(8) text(15,15, "GAME OVER", cex=5, col = "white") s <- ifelse(score == 1, "", "s") text(15,5, paste0(score, " Point", s), cex=3, col = "white")

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