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

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Blitz: Basic Tutorial

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

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