here is a version more clean in terms of OOP
Paddle p1;
Paddle p2;
//Ball b;
//--------------------------------------------------------
void setup() {
size(600, 600);
p1 = new Paddle(20, height/2 - 50);
p2 = new Paddle(width - 30, height/2 - 50);
// b = new Ball();
} // func
void draw() {
background(0);
p1.show();
p1.move();
p2.show();
p2.move();
//b.show();
} // func
//--------------------------------------------------------
void keyPressed() {
if (key == 'w') {
p1.goUp = true;
}
if (key == 's') {
p1.goDown = true;
}
if (keyCode == UP) {
p2.goUp = true;
}
if (keyCode == DOWN) {
p2.goDown = true;
}
} // func
void keyReleased() {
if (key == 'w') {
p1.goUp = false;
}
if (key == 's') {
p1.goDown = false;
}
if (keyCode == UP) {
p2.goUp = false;
}
if (keyCode == DOWN) {
p2.goDown = false;
}
} // func
//=================================================================
class Paddle {
float x = 0; // Pos
float y = 0;
boolean goUp = false; // Flags for up/down
boolean goDown = false;
Paddle(float tempX, float tempY) {
x = tempX;
y = tempY;
} // constr
void show() {
stroke(255);
fill(255);
rect(x, y,
10, 100);
} // func
void move() {
if (goUp) {
y -= 4;
} else if (goDown) {
y += 4;
}
} // func
//
} //class
//