how do i move a paddle 
	 
	
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		Doug101
 
 
 
    
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				  Posted: Fri Apr 04, 2008 7:13 pm    Post subject: how do i move a paddle  | 
	
				
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				im having trouble making the paddle move. can someone show me wat im doing wrong!!
 
 
var Key : array char of boolean
 
var paddlex : int
 
paddlex := 240
 
 
drawfillbox (paddlex-20, 20, paddlex + 140, 10, 9)
 
 
loop
 
    Input.KeyDown (Key)
 
    if Key (KEY_LEFT_ARROW) then
 
        paddlex := paddlex - 5
 
    end if
 
    if Key (KEY_RIGHT_ARROW) then
 
        paddlex := paddlex +5
 
    end if
 
end loop | 
			 
			
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		Nick
 
  
 
    
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				  Posted: Fri Apr 04, 2008 7:16 pm    Post subject: RE:how do i move a paddle  | 
	
				
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				| you only draw the paddle once, move the draw inside the loop | 
			 
			
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		Doug101
 
 
 
    
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				  Posted: Fri Apr 04, 2008 7:18 pm    Post subject: Re: how do i move a paddle  | 
	
				
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				| i thought i did that thanks | 
			 
			
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		Doug101
 
 
 
    
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				  Posted: Fri Apr 04, 2008 7:25 pm    Post subject: Re: how do i move a paddle  | 
	
				
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				when i put the code in my game it doesnt work!!!
 
 
var Key : array char of boolean
 
var ballx, bally, paddlex : int
 
ballx := 320
 
bally := 200
 
paddlex := 260
 
 
drawbox (20,20,619,379,255)
 
drawfill (1,1,255,255)
 
drawfillbox (paddlex - 20, 20, paddlex + 140, 10, 9)
 
 
put "score: "
 
 
loop
 
    drawfilloval (ballx, bally, 10, 10, 9)
 
    delay (5)
 
    drawfilloval (ballx, bally, 10, 10, 0)
 
 
    ballx += 1
 
    bally += 1
 
 
    exit when bally = 368
 
 
end loop
 
 
loop
 
    drawfilloval (ballx, bally, 10, 10, 9)
 
    delay (5)
 
    drawfilloval (ballx, bally, 10, 10, 0)
 
 
    ballx += 1
 
    bally -= 1
 
 
    exit when ballx = 608
 
 
end loop
 
 
loop
 
    drawfilloval (ballx, bally, 10, 10, 9)
 
    delay (5)
 
    drawfilloval (ballx, bally, 10, 10, 0)
 
 
    ballx -= 1
 
    bally -= 1
 
 
    exit when bally = 31
 
 
end loop
 
 
loop
 
    drawfilloval (ballx, bally, 10, 10, 9)
 
    delay (5)
 
    drawfilloval (ballx, bally, 10, 10, 0)
 
 
    ballx -= 1
 
    bally += 1
 
 
    exit when bally = 368
 
 
end loop
 
 
loop
 
    drawfilloval (ballx, bally, 10, 10, 9)
 
    delay (5)
 
    drawfilloval (ballx, bally, 10, 10, 0)
 
 
    ballx -= 1
 
    bally -= 1
 
 
    exit when ballx = 31
 
 
end loop
 
 
loop
 
    drawfilloval (ballx, bally, 10, 10, 9)
 
    delay (5)
 
    drawfilloval (ballx, bally, 10, 10, 0)
 
 
    ballx += 1
 
    bally -= 1
 
 
    exit when bally = 31
 
 
end loop
 
 
loop
 
drawfillbox (paddlex-20, 20, paddlex + 140, 10, 9)
 
delay(5)
 
drawfillbox (paddlex-20, 20, paddlex + 140, 10, 255)
 
 
    Input.KeyDown (Key)
 
    
 
    if Key (KEY_LEFT_ARROW) then
 
        paddlex := paddlex - 5
 
    end if
 
    if Key (KEY_RIGHT_ARROW) then
 
        paddlex := paddlex +5
 
    end if
 
end loop | 
			 
			
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		SIXAXIS
 
 
 
    
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				  Posted: Fri Apr 04, 2008 8:28 pm    Post subject: Re: how do i move a paddle  | 
	
				
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				First of all, your code is extremely messy. Try to keep it clean. Group things, comment on what everything is, put it in order. Secondly, you need to have one main loop. If you have many loops, then it will never finish the first loop so it can't go to the second one. So put all of your code in one loop and clean it up.
 
 
P.S. You may have flickering. If you do, then add this at the beginning of your code:
 
 
 
 
The graphics part tells the computer that it's in graphics mode, the 800;600 sets the window size (in pixels), and the offscreenonly is the important part. It tells the computer to draw everything offscreen.
 
 
Add this at the end of your main loop. This is what makes the computer draw everything it made offscreen all at once so there is no flickering.
 
 
 
 
Look up setscreen in the F10 help and you'll see you can do a lot more than just this. | 
			 
			
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