From: "Matt Huston" Newsgroups: comp.os.msdos.djgpp Subject: another allegro drawing question Lines: 64 X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: Date: Sun, 16 Jan 2000 11:09:02 -0500 NNTP-Posting-Host: 206.141.244.157 X-Trace: nntp0.chicago.il.ameritech.net 948039056 206.141.244.157 (Sun, 16 Jan 2000 10:10:56 CDT) NNTP-Posting-Date: Sun, 16 Jan 2000 10:10:56 CDT Organization: Ameritech.Net www.ameritech.net Complaints: abuse AT ameritech DOT net To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com 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; } }