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 Turing pong help
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Metaxu




PostPosted: Sun Dec 30, 2012 1:26 pm   Post subject: Turing pong help

What is it you are trying to achieve?
Ball to work on hitting the left side paddle and bouncing off. Works on the right side. Also need ball to bounce off of top and bottom. Works on the top but not on the bottom


What is the problem you are having?
Wont bounce


Describe what you have tried to solve this problem
Tried alot, but any help would be much appreciated.

Post any relevant code (You may choose to attach the file instead of posting the code if it is too long)
What i have so far

Turing:

var x, y, x2, y2, x22, y22, x222, y222, ballx, bally : int

x := 10
y := 270
x2 := 20
y2 := 175
x22 := 620
y22 := 270
x222 := 630
y222 := 175
ballx := maxx div 2
bally := maxy div 2
var rad1, rad2 : int := 6
var DX, DY : int := 4






colourback (black)

var chars : array char of boolean

loop

    ballx := ballx + DX    %w
    bally := bally + DY    %z
    Input.KeyDown (chars)

    if chars ('w') then
        y := y + 5
        y2 := y2 + 5
    end if

    if chars ('s') then
        y2 := y2 - 5
        y := y - 5
    end if

    if chars (KEY_UP_ARROW) then
        y22 := y22 + 5
        y222 := y222 + 5
    end if

    if chars (KEY_DOWN_ARROW) then
        y222 := y222 - 5
        y22 := y22 - 5
    end if

    if y > 395 then
        y := y - 5
        y2 := y - 95
    end if

    if y2 <= 1 then
        y := y2 + 95
        y2 := y2 + 5
    end if

    if y22 > 395 then
        y22 := y22 - 5
        y222 := y22 - 95
    end if

    if y222 <= 1 then
        y22 := y222 + 95
        y222 := y222 + 5
    end if

    if ballx + 6 >= 10 and ballx - 6 <= 20 and bally >= y - 85 and bally <= y + 85 then
        DX := (-1) * DX
    end if

    if ballx + 6 >= 620 and ballx - 6 <= 630 and bally >= y - 30 and bally <= y + 30 then
        DX := (-1) * DX
    end if

    if ballx >= maxx - 6 then
        DX := -3
    end if
    if bally >= maxy - 6 then
        DY := -3
    end if

    drawfilloval (ballx, bally, rad1, rad2, white)
    drawfillbox (x, y, x2, y2, 0)
    delay (10)
    cls
    drawfilloval (ballx, bally, rad1, rad2, black)
    drawfillbox (x22, y22, x222, y222, 0)




end loop




Please specify what version of Turing you are using
The good one.
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Insectoid




PostPosted: Sun Dec 30, 2012 1:56 pm   Post subject: RE:Turing pong help

code:
var x, y, x2, y2, x22, y22, x222, y222, ballx, bally : int


This is a problem. I have no idea what any of these variables are supposed to be. Your variable names should describe themselves. All I know is these represent the X and Y coordinates of...things. Without comments, I haven't got a clue. In fact, I didn't read past that line, for exactly this reason. Fix this first, and then maybe I'll give you a hand.
Panphobia




PostPosted: Sun Dec 30, 2012 10:18 pm   Post subject: RE:Turing pong help

I think those variables are for the paddles
Raknarg




PostPosted: Mon Dec 31, 2012 12:04 am   Post subject: RE:Turing pong help

He could probably figure it out, he's trying to teach a lesson in proper variable naming.

Or he's lazy. Either way.


For small projects like this naming your variables incoherent names is annoying, but still usable. However if you work in anything bigger this will not do. Get into the habit of naming your variables something more relevant and/or specific.
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