pong game

I am making a pong game using the inbuilt physics engine but having trouble with the bats. would I use the KINEMATIC body type and if so how?

@Coder You could always look at the Brickout example. That’s similar to pong. All your answers could be in there.

@coder theres an example built in codea, maybe look at it? LOL

@Paul123 @dave1707 already mentioned the example.

@Coder Heres a small example:

function setup()
    --setup walls
    displayMode(FULLSCREEN)
    bottom = physics.body(EDGE,vec2(1,1),vec2(WIDTH,1))
    bottom.restitution = 1
    bottom.friction = 0
    right = physics.body(EDGE,vec2(WIDTH,1),vec2(WIDTH,HEIGHT))
    right.restitution = 1
    right.friction = 0
    top = physics.body(EDGE,vec2(1,HEIGHT),vec2(WIDTH,HEIGHT))
    top.restitution = 1
    top.friction = 0
    left = physics.body(EDGE,vec2(1,1),vec2(1,HEIGHT))
    left.restitution = 1
    left.friction = 0
    
    --setup Paddle
    bottomPaddle = physics.body(POLYGON,vec2(0,0),vec2(0,25),vec2(100,25),vec2(100,0))
    bottomPaddle.type = KINEMATIC
    bottomPaddle.restitution = 1.01
    bottomPaddle.x = WIDTH/2
    bottomPaddle.y = 100
    
    --setup Ball
    ball = physics.body(CIRCLE,25)
    ball.restitution = 1
    ball.x = WIDTH/2
    ball.y = HEIGHT/2
    ball.linearVelocity = vec2(200,600)
end

function draw()
    background(255, 255, 255, 255)
    physics.gravity(vec2(0,0))
    --draw ball
    pushMatrix()
    translate(ball.x,ball.y)
    rotate(ball.angle)
    fill(0, 81, 255, 255)
    sprite("Planet Cute:Character Boy",0,0)
    --ellipse(0,0,ball.radius *2)
    popMatrix()
    
    --draw paddle
    pushMatrix()
    translate(bottomPaddle.x,bottomPaddle.y)
    fill(0, 0, 0, 255)
    rect(0,0,100,25)
    
    
    popMatrix()
end

function touched(t)
    if t.state == MOVING then
        bottomPaddle.x = bottomPaddle.x + t.deltaX
    end
end

Thanks that is what I meant