/// A board is static in x direction
/// The physics of pong is a bit special. So, while
/// reflecting the direction, it adds it's own impulse
/// to simulate some kind of spinning
METHOD COLLIDE : BOOL
VAR_INPUT
posIn : POSITION;
vecIn : VECTOR;
END_VAR
VAR_OUTPUT
vecOut := vecIn;
(posIn.iYPos >= posOld.iYPos -5) AND (posIn.iYPos <= posOld.iYPos + iHeight +5) THEN
vecOut.rVX := vecOut.rVX * -1;
IF (vecOld.rVY <> 0) THEN
vecOut.rVY := vecOld.rVY;
END_IF
COLLIDE := TRUE;
END_IF