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a1229
Mon Jun 16, 2008 7:57 pm

Pong game for school
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I really need help for this, for some reason I can get the paddles to move but the ball isn't showing up, can someone tell me what I'm doing wrong?

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gitoxa
Mon Jun 16, 2008 8:50 pm

RE:Pong game for school
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I'm going to recommend not using processes, instead just run a procedure in the main loop.

But anyway, your problem is that you are not forking your Ball process

fork Ball

Also note that View.Update only works if you set the screen to offscreenonly

setscreen("offscreenonly")

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a1229
Mon Jun 16, 2008 9:12 pm

Re: Pong game for school
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Can someone edit/fix my program? I tried changing my Ball process to a procedure but it's still not working.

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gitoxa
Mon Jun 16, 2008 9:27 pm

RE:Pong game for school
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No, you can.  Just know that by changing it to a procedure, and calling it in your main loop, every time the program goes through the loop, it runs it once.  Note that your Ball process/procedure is looped, with no exit.  What does that mean?

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a1229
Mon Jun 16, 2008 9:42 pm

Re: Pong game for school
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Ok, I've gotten the ball to be part of the loop and I forked it, but I still can't see it on my screen.

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Tony
Mon Jun 16, 2008 11:44 pm

Re: Pong game for school
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I've gotten the ball to be part of the loop and I forked it
Please tell me that you are not creating a new fork during each frame of the loop.

Seriously, if you don't know how processes work -- do not use them. This is actually one of the few parts of Turing that have the potential tohorribly mess up your program.

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a1229
Tue Jun 17, 2008 9:50 am

Re: Pong game for school
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My mom's going to kill me if I don't get this fixed! The ball loop is now a procedure, and I corrected a few of the parameters, but it's still not showing up (its supposed to be white)

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Insectoid
Tue Jun 17, 2008 10:23 am

RE:Pong game for school
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How many loops do you have in your program?
A game like pong usually has 1 main loop (except for the menu) in which all movement is done (ball, paddles, score, etc.). Why not post your revised code so we can find out the problem and help you on the road to learning what you did wrong.

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a1229
Tue Jun 17, 2008 3:07 pm

Re: Pong game for school
-----------------------------------
var x : int
var y : int
var dx := 1
var dy := 1
var p1 : string
var p2 : string
var choice : int
var chars : array char of boolean
var c : int := 1
var dir := 100
var dir2 := 180
var dir3 := 100
var dir4 := 180
var background := black
var stickspeed := 2
var ballspeed := 3
var name : string
var getKey : array char of boolean


procedure Screen
    drawfillbox (0, 0, maxx, maxy, background)
    drawbox (0, 0, maxx, maxy, white)
    drawfillbox (20, dir2, 30, dir, white)
    drawbox (20, dir2, 30, dir, black)
    drawfillbox (maxx - 20, dir4, maxx - 30, dir3, white)
    drawbox (maxx - 20, dir4, maxx - 30, dir3, white)
end Screen

Screen

procedure UpPlayer1
    drawfillbox (20, dir2, 30, dir, background)
    dir += 1
    dir2 += 1
    drawfillbox (20, dir2, 30, dir, white)
    drawbox (20, dir2, 30, dir, white)
    delay (stickspeed)
end UpPlayer1

procedure DownPlayer1
    drawfillbox (20, dir2, 30, dir, background)
    dir -= 1
    dir2 -= 1
    drawfillbox (20, dir2, 30, dir, white)
    drawbox (20, dir2, 30, dir, white)
    delay (stickspeed)
end DownPlayer1

procedure UpPlayer2
    drawfillbox (maxx - 20, dir4, maxx - 30, dir3, background)
    dir3 += 1
    dir4 += 1
    drawfillbox (maxx - 20, dir4, maxx - 30, dir3, white)
    drawbox (maxx - 20, dir4, maxx - 30, dir3, black)
    delay (stickspeed)
end UpPlayer2

procedure DownPlayer2
    drawfillbox (maxx - 20, dir4, maxx - 30, dir3, background)
    dir3 -= 1
    dir4 -= 1
    drawfillbox (maxx - 20, dir4, maxx - 30, dir3, white)
    drawbox (maxx - 20, dir4, maxx - 30, dir3, black)
    delay (stickspeed)
end DownPlayer2

process Ball
    locate (1, 1)
    colorback (black)
    locate (1, 43)
    x += dx
    y += dy
    delay (ballspeed)
    drawfilloval (x, y, 5, 5, white)
    drawoval (x, y, 5, 5, white)
    drawfillbox ((maxx div 2) - 10, 0, (maxx div 2), maxy, white)
    drawbox ((maxx div 2) - 10, 0, (maxx div 2), maxy, white)
    drawfilloval (x, y, 5, 5, background)
    % Boundary
    if (x = 40) and (y >= dir and y = maxx - 40) and (y >= dir3 and y  maxx - 40) then
        x := 70
        y := 300
    elsif (y = 0) or (y = maxy - 20) then
        dy := -dy
    end if
end Ball

loop
    Input.KeyDown (getKey)
    if getKey ('w') then
        UpPlayer1
    end if
    if getKey ('s') then
        DownPlayer1
    end if
    if getKey (KEY_UP_ARROW) then
        UpPlayer2
    end if
    if getKey (KEY_DOWN_ARROW) then
        DownPlayer2
    end if

    % 1P Boundaries
    if (dir = maxy - 80) then
        dir2 := maxy
        dir := maxy - 80
    end if
    % 2P Boundaries
    if (dir3 = maxy - 80) then
        dir3 := maxy - 80
        dir4 := maxy
    end if
end loop

fork Ball

% drawfillbox (0, 0, maxx, maxy, black)
% color (white)
% colorback (black)
% locate (10, 25)
% put "Welcome to Ping Pong!"
% locate (20, 25)
% put "Enter Your Name: " ..
% get name
% name := "Player 1"
% Screen

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Zampano
Tue Jun 17, 2008 3:28 pm

Re: Pong game for school
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You are forking the ball procedure in the wrong place (after the main loop), but to be honest, by forking it in what would seem to be the right place, I haven't achieved any measure of functionality. The program is a bit of a mess of variables, which makes it almost impossible to find the problem.
