When I was a kid I had a home PONG machine, one of those that was sold through a department store (in this case Sears) in the late 1970s, which my Dad bought from a garage sale for $5. It was black and white, and the paddles were controlled by knobs on the front of the unit, and the NES had come out by this point and so it wasn’t very enticing for the other kids in the neighbourhood, but my brother and I spent hours playing it anyway.

I’ve decided to take a different approach with this version of PONG, using a single turtle and a single thread taking a linear path through the code, rather than a multi-turtle approach because many programming languages do not have threads and it’s important to think about how you can accomplish things without them.

So, in this example, while the turtle acts as the ball, it also draws the paddles and the scoreboard as needed, and some tricks are used to smooth this over, the way you would in other single-threaded programming environments. Meanwhile, it also demonstrates the directional capabilities of the turtle, and how it operates in the turtleSpaces environment from its own perspective.

This project is divided into a number of user-defined procedures which could be worked on in groups in a classroom setting. There are a number of problems to be solved: moving the ‘ball’, bouncing it off of the walls and paddles, moving the paddles using the keyboard, updating the score. Pong is a well-known game and so its mechanics require little explanation. The key here is how do we do all of that with a single turtle?

Read on to find out!