Posted: 24th Jan 2004 21:18
This is a Com Vs Com mode of pong

+ Code Snippet
```````````````````````````
``````````PONG GAME````````
```````````````````````````

`HIDING MOUSE
HIDE MOUSE
`LOADING SOUNDS AND MUSIC
 LOAD SOUND "HITBOX.WAV",1
`SYNC
SYNC ON : SYNC RATE 60
`MAKING PADDLES
BOX 10,12,20,60
`GET BOX IN A IMAGE SLOT
GET IMAGE 1,10,12,20,60
`MAKING THE BALL
CIRCLE 4,4,4
FOR Y=1 TO 7
FOR X=1 TO 7
DOT X,Y
NEXT Y : NEXT X
DIM player_x(2)
DIM player_y(2)
`GET BALL IN A IMAGE SLOT
GET IMAGE 2,0,0,13,10
CLS
`VARIABLES
PLAYER1_X#=10
PLAYER1_Y#=150
PLAYER2_X#=590
PLAYER2_Y#=150
BALLX#=300
ballx_dir# = 0
bally_dir# = 0
BALLY#=150
BALLSPEED#=5
SPEEDPADDLE#=0
SCORE_1#=0
SCORE_2#=0
BALLX_DIR=RND(1)
BALLY_DIR=RND(1)
`MAKE PADDLES SPRITES
SPRITE 1,PLAYER1_X#,PLAYER1_Y#,1
SPRITE 2,PLAYER2_X#,PLAYER2_Y#,1
`MAKING BALL SPRITE
SPRITE 3,BALLX#,BALLY#,2
`BEGIN THE LOOP
DO
`ERASING THE SCREEN TO A NEW ONE
CLS
`COURT LINE
LINE 300,0,300,470
`PRINTING THE SCORE
SET TEXT SIZE 60 : TEXT 20,0,STR$(SCORE_1#)
TEXT 560,0,STR$(SCORE_2#)
`PADDLES MOVEMENTS
IF BALLY#>PLAYER1_Y# AND BALLX#=<80 THEN SPRITE 1,PLAYER1_X#,PLAYER1_Y#,1 : SPEEDPADDLE#=10 : PLAYER1_Y#=PLAYER1_Y#+SPEEDPADDLE#
IF BALLY#<PLAYER1_Y# AND BALLX#=<80 THEN SPRITE 1,PLAYER1_X#,PLAYER1_Y#,1 : SPEEDPADDLE#=10 : PLAYER1_Y#=PLAYER1_Y#-SPEEDPADDLE#
IF BALLY#>PLAYER2_Y# AND BALLX#=>524 THEN SPRITE 2,PLAYER2_X#,PLAYER2_Y#,1 : SPEEDPADDLE#=10 : PLAYER2_Y#=PLAYER2_Y#+SPEEDPADDLE#
IF BALLY#<PLAYER2_Y# AND BALLX#=>524 THEN SPRITE 2,PLAYER2_X#,PLAYER2_Y#,1 : SPEEDPADDLE#=10 : PLAYER2_Y#=PLAYER2_Y#-SPEEDPADDLE#
`THIS PART MAKE SURE THE PADDLES DON'T GO OFF THE SCREEN
IF PLAYER1_Y#=<0 THEN PLAYER1_Y#=0
IF PLAYER1_Y#=>420 THEN PLAYER1_Y#=420
IF PLAYER2_Y#=<0 THEN PLAYER2_Y#=0
IF PLAYER2_Y#=>420 THEN PLAYER2_Y#=420
`MOVING BALL AND COLLISION DETECTION
`MOVING THE BALL
sprite 3,ballx#,bally#,2
`BOUNCING WITH THE PADDLES
if sprite collision(1,3)>0 then ballx_dir#=1 : play sound 1
if sprite collision(2,3)>0 then ballx_dir#=0 : play sound 1
`SCORING
IF BALLX#=>629 THEN SCORE_1#=SCORE_1#+1 : BALLX#=300
IF BALLX#<1 THEN SCORE_2#=SCORE_2#+1 : BALLX#=BALLX#+300
`BOUNCING IN THE CORNERS
   IF ballx_dir# = 0 then DEC ballx#, ballspeed#
	IF ballx_dir# = 1 then INC ballx#, ballspeed#
	IF bally_dir# = 0 then DEC bally#, ballspeed#
	IF bally_dir# = 1 then INC bally#, ballspeed#
	IF bally# =< 0 then bally_dir# = 1 : PLAY SOUND 1
	IF bally# => 474 then bally_dir# = 0 : PLAY SOUND 1
`REFRESHING THE SCREEN
SYNC
`END LOOP
LOOP
Posted: 24th Jan 2004 22:04
The ball just got stuck when I tried to play.
After the player scores, the ball needs to be repositioned.
(Also, please include the sound file. Or just take it out.)

Other than those easily fixed flaws, nice job. I'm sure plenty will learn from it.

Posted: 25th Jan 2004 3:34
is a com vs com ,you cant play it.And they will never score!
And the sound you can take it out or download it at the soundmatter section.
And there is the code for the reposition in the code.
if ballx#=<0 then score_2=score_2+1 : ballx#=ballx#+300
if ballx#=>470 then score_1=score_1+1 : ballx#=300


I made the 1P VS Com Pong