Mail Archives: djgpp/2000/01/16/11:36:16
From: | "Matt Huston" <mhuston AT ameritech DOT net>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | another allegro drawing question
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Lines: | 64
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Message-ID: | <k4mg4.371$u01.5912@nntp0.chicago.il.ameritech.net>
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Date: | Sun, 16 Jan 2000 11:09:02 -0500
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Reply-To: | djgpp AT delorie DOT com
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Okay, I have two pong paddles that move accross the screen. They move and
all ,but leave a smeere accross
the screen. They are 150x25x8 bit BITMAPs in a datafile. You may find this
code useful in helping me.
Thanks,
M. Huston
////////////////////////////////////////////////////
void draw_pong()
{
draw_sprite(BUFFER, GAMEDATA[BMPPONG1].dat, pong1_x, pong1_y);
draw_sprite(BUFFER, GAMEDATA[BMPPONG2].dat, pong2_x, pong2_y);
blit(BUFFER,screen,0,0,0,0,640,480);
// vsync(); //It made the paddles move slower so I left it out
}
void move_pong()
{
if(key[KEY_LEFT])
{
// Moves the player pong LEFT
pong1_x--;
}
if(key[KEY_RIGHT])
{
// Moves the player pong RIGHT
pong1_x++;
}
if(key[KEY_A])
{
pong2_x--;
}
if(key[KEY_S])
{
pong2_x++;
}
// My Primitive wall collision detection code :)
if(pong1_x <= 0)
{
pong1_x = 0;
}
if(pong1_x >= 480)
{
pong1_x = 480;
}
if(pong2_x <= 0)
{
pong2_x = 0;
}
if(pong2_x >= 480)
{
pong2_x = 480;
}
}
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