| Need some advice for my pong game please :) 
 
	 
	
		| Author | Message |   
		| krashnna 
 
 
 
 
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				|  Posted: Wed Jun 10, 2015 4:18 pm    Post subject: Need some advice for my pong game please :) |  |   
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				| What is it you are trying to achieve? To get some help with my game!
 
 
 What is the problem you are having?
 Putting a max score limit on my game
 
 
 Describe what you have tried to solve this problem
 Not sure where to start
 
 
 Post any relevant code (You may choose to attach the file instead of posting the code if it is too long)
 ----
 [syntax="turing"]
 
 <Add your code here>
 
 
 %Introduction
 colourback (black)
 colour (black)
 cls
 colour (12)
 locate (3, 22)
 put " Welcome to Pong "
 locate (10,3)
 put "Paddle 1 Controls - w Moves Paddle Up, s moves Paddle Down"
 locate (11,3)
 put "Paddle 2 Controls - 8 Moves Paddle Up, 2 moves Paddle Down (Use number pad)"
 locate (25, 17)
 put " By Krishna, ICS 2014/2015 "
 delay (5000)
 cls
 
 %Variables
 setscreen ("graphics : 600; 300")
 var x, y, xp, yp, xa, ya : int
 var xstep, ystep, radius : int
 var key : string (1)
 var score1, score2 : int
 
 score1 := 0
 score2 := 0
 
 xp := 20
 yp := 190
 xa := 620
 ya := 190
 x := round (maxx / 2)
 y := round (maxy / 2)
 radius := 5
 xstep := 1
 ystep := 1
 %random moving ball
 drawfillbox (xp, yp, xp + 7, yp + 70, darkgrey)
 drawfillbox (xa, ya, xa - 7, ya + 70, darkgrey)
 drawline (0, 375, maxx, 375, grey)
 drawline (1, 375, maxx, 375, grey)
 drawline (2, 375, maxx, 375, grey)
 drawline (3, 375, maxx, 375, grey)
 drawline (4, 375, maxx, 375, grey)
 loop
 drawline (0, 375, maxx, 375, grey)
 drawline (1, 375, maxx, 375, grey)
 drawline (2, 375, maxx, 375, grey)
 drawline (3, 375, maxx, 375, grey)
 drawline (4, 375, maxx, 375, grey)
 
 drawfilloval (x, y, radius, radius, white)
 delay (3)
 drawfilloval (x, y, radius, radius, black)
 x := x + xstep
 y := y + ystep
 if y > maxy - radius or y < radius then
 ystep := -ystep
 end if
 if x > maxx - radius -1 then
 xstep := -xstep
 score1 := score1 + 1
 x := round (maxx / 2)
 y := round (maxy / 2)
 elsif x < radius + 1 then
 xstep := -xstep
 score2 := score2 + 1
 x := round (maxx / 2)
 y := round (maxy / 2)
 end if
 
 
 
 %Paddle 1 Collison
 if whatdotcolour (x - radius + 1, y) not= black then
 xstep := -xstep
 elsif whatdotcolour (x - radius - 1, y) not= black then
 xstep := -xstep
 elsif whatdotcolour (x, y - radius + 1) not= black then
 ystep := -ystep
 elsif whatdotcolour (x, y - radius - 1) not= black then
 ystep := -ystep
 elsif whatdotcolour (x + radius + 1, y) not= black then
 xstep := -xstep
 elsif whatdotcolour (x - radius - 1, y) not= black then
 xstep := -xstep
 elsif whatdotcolour (x, y + radius + 1) not= black then
 ystep := -ystep
 elsif whatdotcolour (x, y - radius - 1) not= black then
 ystep := -ystep
 end if
 
 %Paddle 1 Movement
 
 if hasch then
 getch (key)
 if key = "w" then
 drawfillbox (xp, yp, xp + 7, yp + 70, black)
 yp += 10
 drawfillbox (xp, yp, xp + 7, yp + 70, darkgrey)
 elsif key = "s" then
 drawfillbox (xp, yp, xp + 7, yp + 70, black)
 yp -= 10
 
 
 %Paddle 2 Movement
 
 
 drawfillbox (xp, yp, xp + 7, yp + 70, darkgrey)
 elsif key = "8" then
 drawfillbox (xa, ya, xa - 7, ya + 70, black)
 ya += 10
 drawfillbox (xa, ya, xa - 7, ya + 70, darkgrey)
 elsif key = "2" then
 drawfillbox (xa, ya, xa - 7, ya + 70, black)
 ya -= 10
 drawfillbox (xa, ya, xa - 7, ya + 70, darkgrey)
 end if
 
 %Paddle 2 Collison
 if whatdotcolour (x + radius + 1, y) not= black then
 xstep := -xstep
 elsif whatdotcolour (x + radius - 1, y) not= black then
 xstep := -xstep
 elsif whatdotcolour (x, y + radius + 1) not= black then
 ystep := -ystep
 elsif whatdotcolour (x, y + radius - 1) not= black then
 ystep := -ystep
 end if
 
 %Scoring
 locate (1, 1)
 put "Player 1 Score: ", score1
 locate (1, 32)
 put "Pong"
 locate (1, 63)
 put "Player 2 Score: ", score2
 end if
 end loop
 
 
 Please specify what version of Turing you are using
 <Answer Here>
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		| Insectoid 
 
  
 
 
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				|  Posted: Wed Jun 10, 2015 7:42 pm    Post subject: RE:Need some advice for my pong game please :) |  |   
				| 
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				| What do you want the game to do when the score limit is reached? There's a few different approaches. You could simply exit the loop using the 'exit when' command, or you could have the game restart, which requires you to reset all variables to their initial state and return to the top of the program, or whatever you want. Ultimately it comes down to detecting if the score limit is reached using either an if statement or an exit when statement and controlling the flow of the program when that statement returns true. |  
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