func (p *Pong) Load(s Screen) {
	p.player = &Paddle{
		x:      10,
		w:      10,
		h:      30,
		vel:    1,
		points: 0,
	}

	p.player.y = s.Height()/2 - p.player.h/2

	p.computer = &Paddle{
		x:      s.Width() - 20,
		w:      10,
		h:      30,
		vel:    1,
		points: 0,
	}

	p.computer.y = s.Height()/2 - p.computer.h/2

	p.ball = &Ball{
		w:     10,
		h:     10,
		xVel:  1,
		yVel:  -1,
		speed: 1,
	}

	p.reset(s)
}
// Load the game
// Create the necessary objects
Load the game
Create the necessary objects
// Load the game // Create the necessary objects
func (p *Pong) Load(s Screen) {
	p.player = &Paddle{
		x:      10,
		w:      10,
		h:      30,
		vel:    1,
		points: 0,
	}
	p.player.y = s.Height()/2 - p.player.h/2
	p.computer = &Paddle{
		x:      s.Width() - 20,
		w:      10,
		h:      30,
		vel:    1,
		points: 0,
	}
	p.computer.y = s.Height()/2 - p.computer.h/2
	p.ball = &Ball{
		w:     10,
		h:     10,
		xVel:  1,
		yVel:  -1,
		speed: 1,
	}
	p.reset(s)
}
func ( p * Pong ) Load ( s Screen ) { p . player = & Paddle { x : 10 , w : 10 , h : 30 , vel : 1 , points : 0 , } p . player . y = s . Height ( ) / 2 - p . player . h / 2 p . computer = & Paddle { x : s . Width ( ) - 20 , w : 10 , h : 30 , vel : 1 , points : 0 , } p . computer . y = s . Height ( ) / 2 - p . computer . h / 2 p . ball = & Ball { w : 10 , h : 10 , xVel : 1 , yVel : - 1 , speed : 1 , } p . reset ( s ) }
Load the game
Create the necessary objects
Load the game Create the necessary objects