Anyone ever worked with 2D collision detection?

For something simple like a pong or breakout game.

I can write to the graphics screen.
I can do the moving paddle linked to a 10k pot.
Now its time to animate the "ball" and I realize, this seems like a trickier nut to crack than I expected.

Anyone have experience with this kind of thing? Googling it gives miles of hits, I just figured maybe someone here may have worked on this kind of thing and could possibly give me some pointers or mental framework for this.

Thanks!

-jim lee

You know where the ball is.
You know where the bat is.

If those two things are the same or very close, you have a collision.

Cartesian Grid system.

KISS:

Allow the ball certain trajectories dependent on the prior contact angle...
Trigonometry can be used to ascertain the anlge...then make a condition that will simplify this in to more simple trajectories...

Eg. A linear trajectory such as y = mx

Keep m as say whole integers.