Flip
For p.Player = Each Player ; Draw or update p Next Let's tie it all together into a 2-player Pong game. No AI, just two paddles and a ball.
Graphics 800, 600, 32, 2 SetBuffer BackBuffer() ; Our loop runs forever until we press ESC While Not KeyHit(1) ; Key 1 is the Escape key blitz basic tutorial
By: Retro Dev Journal Read Time: 10 minutes
In this tutorial, we are going to ignore classes, pointers, and memory management. We are going to open a window, draw a bouncing ball, and make a beep noise. Let’s get nostalgic. First, you need the compiler. Since BlitzBasic is abandonware (but beloved), head to the official archive at blitzbasic.com (or GitHub for BlitzMax NG). Flip For p
While Not KeyHit(1)
If ball_x > 800 Then p1_score = p1_score + 1 ball_x = 400 ball_y = 300 ball_dx = -ball_dx Delay 1000 EndIf We are going to open a window, draw
Cls ; Clear the screen (paint it black)
; 6. Drawing Color 255, 255, 255 Rect 10, p1_y, 15, 60, True ; Left Paddle Rect 775, p2_y, 15, 60, True ; Right Paddle Oval ball_x, ball_y, 10, 10, True ; Ball
; Draw Scores Text 350, 20, p1_score Text 430, 20, p2_score
TIN NỔI BẬT
Chính sách bảo mật thông tin | Hình thức thanh toán
Giấy chứng nhận đăng ký doanh nghiệp số 0310635296 do Sở Kế hoạch và Đầu tư TPHCM cấp.
Giấy Phép hoạt động trung tâm ngoại ngữ số 3068/QĐ-GDĐT-TC do Sở Giáo Dục và Đào Tạo TPHCM cấp.
Flip
For p.Player = Each Player ; Draw or update p Next Let's tie it all together into a 2-player Pong game. No AI, just two paddles and a ball.
Graphics 800, 600, 32, 2 SetBuffer BackBuffer() ; Our loop runs forever until we press ESC While Not KeyHit(1) ; Key 1 is the Escape key
By: Retro Dev Journal Read Time: 10 minutes
In this tutorial, we are going to ignore classes, pointers, and memory management. We are going to open a window, draw a bouncing ball, and make a beep noise. Let’s get nostalgic. First, you need the compiler. Since BlitzBasic is abandonware (but beloved), head to the official archive at blitzbasic.com (or GitHub for BlitzMax NG).
While Not KeyHit(1)
If ball_x > 800 Then p1_score = p1_score + 1 ball_x = 400 ball_y = 300 ball_dx = -ball_dx Delay 1000 EndIf
Cls ; Clear the screen (paint it black)
; 6. Drawing Color 255, 255, 255 Rect 10, p1_y, 15, 60, True ; Left Paddle Rect 775, p2_y, 15, 60, True ; Right Paddle Oval ball_x, ball_y, 10, 10, True ; Ball
; Draw Scores Text 350, 20, p1_score Text 430, 20, p2_score