Truing Pong program for school

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Anonymous

Truing Pong program for school

Post by Anonymous »

Alright i am new on this site but i need help with a turing program please. I need to make a pong program on turing for one of my computer classes in grade 11. If anyone knows how to do it or has it already could u maybe send it to my email or post it pleassssseÉ thnx so much if u can

peace

Archived topic from Iceteks, old topic ID:3976, old post ID:32653
C_daley98
Posts: 11
Joined: Tue Dec 13, 2005 10:37 am

Truing Pong program for school

Post by C_daley98 »

Hey i got a -4 on this pong game i made for my grade 10 class hope you like it.

var x1, x2, x3, x4, x5 : int% lengths, x-axis
var xdir, ydir : int% keeps track of speed of ball
var y1 : int% height,y-axis
var key : string (1)% key board character
var num : int % stores ASCII numbers
var count : int% keeps track of score
% Title page
drawfill(10,10,255,255)
locate (10, 30)
colorback(255)
color (14)
put "Welcom To Curtis's Paddleball Game"..
locate (11, 30)
color (14)
put "*********************"..
locate (13, 30)
color(14)
put "Press any key to start"..
color(14)
locate(20,2)
put "Use the left and right arrows to direct the paddle. The point of the game is to try and keep the ball moving"
getch (key)
cls
View.Set ("offscreenonly")
loop
cls
count := 0
num := 0
x1 := 110
xdir := 3
ydir := 3
y1 := 110
x4 := 110
x5 := 160
x2 := 110
x3 := 160

loop
drawfill(10,10,255,255)% makes background black
locate (10, 2)
colorback (255)
color (14)
put "SCORE ", count ..
drawbox (110, -100, 635, 389, 14) % background
drawfillbox (x4, 0, x5, 10, 14) % paddle
drawfilloval (x1, y1, 5, 5, 14) % yellow ball
delay (10)
View.Update
exit when y1 = -10
drawfilloval (x1, y1, 5, 5, 255) % erasing yellow ball
drawfillbox (x4, 0, x5, 10, 255) % erasing paddle

if hasch then
getch (key) % get key pressed
num := ord (key) % find ASCII number for key
end if

if num = 203 and x4 >= 120 then % left arrow
x4 := x4 - 25
x5 := x5 - 25
elsif num = 205 and x5 <= 620 then % right arrow
x5 := x5 + 25
x4 := x4 + 25
end if
num := 0

if y1 >= 10 and y1 <= 15 and x1 >= x4 and x1 <= x5 then% makes ball bounce of paddle
count := count + 1 % adds 1 point to the score each time it hits paddle
ydir := 3
end if
if x1 <= 101 then % makes ball not go past 101 on x axis
xdir := 3
elsif x1 >= 620 then% makes ball not go past 620 on x axis
xdir := -3
elsif y1 >= 380 then% makes ball not go past 380 on y axis
ydir := -3
elsif y1 <= -60 then% makes ball not go past -60 on y axis
ydir := 3
end if

y1 := y1 + ydir
x1 := x1 + xdir

end loop
loop
locate (10, 20)
put "Play Again(y/n)" ..
View.Update
getch (key)
exit when key="n" or key="y"
cls
count:=0
end loop
exit when key="n"
end loop
View.Set("nooffscreenonly")
cls
locate(10,35)
put "Thanks For Playing"


Archived topic from Iceteks, old topic ID:3976, old post ID:33013
Anonymous

Truing Pong program for school

Post by Anonymous »

Code: Select all

% Drew Martell
% Pong

% This program will recreate the awesome Pong experience you once
% had as a young, young child.

% BUG : IF 2P TOUCHES ROOF, BALL PASSES THROUGH UNLESS TOUCHES BOTTOM
% Need to find out how to cancel a process

var scoresFile : int
var records : string
var downLine := 1

var x, y : int
var dx, dy := 1
var player1, player2 : string
var ok : boolean := false
var background := blue
var introFont := Font.New ("serif:25")
var scoreFont := Font.New ("serif:18")
var getKey : array char of boolean
var dir, dir3 := 100
var dir2, dir4 := 180
var score1P, score2P := 0
var stickSpeed := 3
var ballSpeed := 2
x := 70
y := 313

setscreen ("nocursor")

process DrawText
    loop
        for i : 0 .. 255
            Draw.Text ("WELCOME TO PONG", maxx div 2 - 150, maxy div 2, introFont, i)
        end for
        exit when ok = true
    end loop
end DrawText

procedure MainMenu
    drawfillbox (0, 0, maxx, maxy, red)
    fork DrawText
    colorback (red)
    locate (17, 25)
    put "Enter Player 1's Name: " ..
    get player1 : *
    locate (18, 25)
    put "Enter Player 2's Name: " ..
    get player2 : *
    if (player1 = "del") and (player2 = "del") then
        if File.Exists ("High Scores.txt") then
            File.Delete ("High Scores.txt")
            locate (20, 33)
            put "FILE DELETED"
        else
            locate (20, 30)
            put "FILE DOESN'T EXIST"
        end if
        Input.Pause
        player1 := "Player 1"
        player2 := "Player 2"
    elsif (player1 = "view") and (player2 = "high scores") then
        open : scoresFile, "High Scores.txt", get
        loop
            if (scoresFile = -10) then
                exit
            end if
            get : scoresFile, records : *
            locate (downLine, 28)
            put records
            downLine += 1
            exit when eof (scoresFile)
        end loop
        Input.Pause
        player1 := "Player 1"
        player2 := "Player 2"
    end if
    cls
    score1P := 0
    score2P := 0
    ok := true
end MainMenu

MainMenu

View.Set ("offscreenonly")

drawfillbox (0, 0, maxx, maxy, background)
drawbox (0, 0, maxx, maxy, black)
drawfillbox (20, dir2, 30, dir, white)
drawbox (20, dir2, 30, dir, black)
drawfillbox (maxx - 20, dir4, maxx - 30, dir3, white)
drawbox (maxx - 20, dir4, maxx - 30, dir3, black)

procedure MoveUp1P
    drawfillbox (20, dir2, 30, dir, background)
    dir += 1
    dir2 += 1
    drawfillbox (20, dir2, 30, dir, white)
    drawbox (20, dir2, 30, dir, black)
    delay (stickSpeed)
    %View.Update
end MoveUp1P

procedure MoveDown1P
    drawfillbox (20, dir2, 30, dir, background)
    dir -= 1
    dir2 -= 1
    drawfillbox (20, dir2, 30, dir, white)
    drawbox (20, dir2, 30, dir, black)
    delay (stickSpeed)
    %View.Update
end MoveDown1P

procedure MoveUp2P
    drawfillbox (maxx - 20, dir4, maxx - 30, dir3, background)
    dir3 += 1
    dir4 += 1
    drawfillbox (maxx - 20, dir4, maxx - 30, dir3, white)
    drawbox (maxx - 20, dir4, maxx - 30, dir3, black)
    delay (stickSpeed)
    %View.Update
end MoveUp2P

procedure MoveDown2P
    drawfillbox (maxx - 20, dir4, maxx - 30, dir3, background)
    dir3 -= 1
    dir4 -= 1
    drawfillbox (maxx - 20, dir4, maxx - 30, dir3, white)
    drawbox (maxx - 20, dir4, maxx - 30, dir3, black)
    delay (stickSpeed)
    %View.Update
end MoveDown2P

procedure Pause
end Pause

process Sound
    Music.Sound (100, 70)
    Music.SoundOff
end Sound

process WriteScore
    open : scoresFile, "High Scores.txt", put, mod
    put : scoresFile, player1, " VS ", player2, " : ", score1P, " - ", score2P
    close : scoresFile
end WriteScore

process BouncyBall
    loop
        locate (1, 1)
        colorback (green)
        %put " x ", x, "   y ", y, "   dir ", dir, "   dir2 ", dir2, "          dir3 ", dir3, "   dir4 ", dir4
        %Draw.Text ("1P Score = ", 0, maxy - 18, scoreFont, red)
        put player1, '  ', score1P
        locate (1, 43)
        put player2, '  ', score2P
        x += dx
        y += dy
        delay (ballSpeed)     % Balls speed
        drawfilloval (x, y, 5, 5, yellow)
        drawoval (x, y, 5, 5, black)
        drawfillbox ((maxx div 2) - 10, 0, (maxx div 2), maxy, white)
        drawbox ((maxx div 2) - 10, 0, (maxx div 2), maxy, black)
        View.Update
        drawfilloval (x, y, 5, 5, background)
        % BOUNDARIES
        if (x = 40) and (y >= dir and y <= dir2) then
            fork Sound
            dx := -dx
        elsif (x < 40) then
            score2P += 1
            fork DrawText
            fork WriteScore
            x := 550
            y := 300
        elsif (x >= maxx - 40) and (y >= dir3 and y <= dir4) then
            fork Sound
            dx := -dx
        elsif (x > maxx - 40) then
            score1P += 1
            fork DrawText
            fork WriteScore
            x := 70
            y := 300
        elsif (y = 0) or (y = maxy - 20) then
            fork Sound
            dy := -dy
        end if
    end loop
end BouncyBall

fork BouncyBall

loop
    Input.KeyDown (getKey)
    if getKey ('w') then
        MoveUp1P
    end if
    if getKey ('s') then
        MoveDown1P
    end if
    if getKey (KEY_UP_ARROW) then
        MoveUp2P
    end if
    if getKey (KEY_DOWN_ARROW) then
        MoveDown2P
    end if
    if getKey (KEY_ENTER) then
        Pause
    end if
    if getKey (KEY_ESC) then
        % Need to find out how to cancel a process
        % Take out fork writescore before you put this
        % open : scoresFile, "High Scores.txt", put, seek, mod
        % put : scoresFile, player1, " VS ", player2, " : ", score1P, " - ", score2P
        % seek : scoresFile, *
        % close : scoresFile
        quit
            MainMenu
    end if
    % 1P Boundaries
    if (dir <= 0) and (dir2 <= 80) then
        dir := 0
        dir2 := 80
    elsif (dir >= maxy - 80) and (dir2 >= maxy - 80) then
        dir2 := maxy
        dir := maxy - 80
    end if
    % 2P Boundaries
    if (dir3 <= 0) and (dir4 <= 80) then
        dir3 := 0
        dir4 := 80
    elsif (dir3 >= maxy - 80) and (dir4 >= maxy - 80) then
        dir3 := maxy - 80
        dir4 := maxy
    end if
end loop
[code] 

[color=#888888][size=85]Archived topic from Iceteks,  old topic ID:3976, old post ID:35033[/size][/color]
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