Profile Pong Game Development
#11
(02-05-2023, 12:56 AM)bplus Wrote: Rats:

Quote:Legal Service (Ping Pong)
The ball must rest on an open hand palm.
Then it must be tossed up at least 6 inches and struck
so the ball first bounces on the server's side and then
the opponent's side. If the serve is legal except that
it touches the net, it is called a let serve.


Well I must be thinking of tennis. They do call it table tennis after all.

I actually knew as much as you about it, and should have known even more if I forced myself to watch Adriana Diaz playing. :O
Reply
#12
I should have know about serve, use to play all the time in college but that was 50 years ago!

OK the serve stuff is fixed, but I hated the way that paddle shape was playing so I switched back to a bigger circle, better!
Then I discovered a trick to beat the machine! Player's new color is Green because it ain't easy...
Code: (Select All)
Option _Explicit
_Title "Profile Pong 2-4" ' b+ 2023-02-01 started inspired by Rosy game at RCBasic
'2023-02-02 1.1 fix straight up and down problem that infinitely loops.
' You can hit a ball again so long as the dx is still headed at you or 0.
' To tighten down game to actual Ping Pong Rules added variables TableTouchL and TableTouchR
' Set those to 0 when ball collides with paddle on that side. Check those when scoring points.
' Oh some sound effects would be nice.
'2023-02-02 1-2 Increase paddleR, let paddle go through table 1/2 way, blue background.
' Try nicer font...
'2023-02-03 2-0 change shape of paddle and work out collision code circle and line segment,
' collision with offset for ball radius. Add recticle draw sub for new paddle shape.
' Collision with paddle has 3 parts now:
' 1. Collision with straight part of paddle
' 2. Collision with top circle of paddle
' 3. Collision with bottom corcle part of paddle
' PaddleR was decressed since now circle parts of paddle instead of 1/2 circle.
' Now it seems too easy to beat Computer, will take care of that next!
' Clean up comments.
'2023-02-03 2-2 OK attempt to make the computer a little harder to beat. ParkCompterY will keep
' computers paddle parked until the ball hits it's side of the table, then it will spring to
' action, so no more freebee points if you hit it out of ball park.
' Fix problem when last player to hit ball hits backwards like in a serve, should lose
' a point not get one! Now checking lastToHit variable and assigned Computer and Player
' Constants. Now a problem when player lobs just past table and hits computer paddle.
' Computer needs to really duck or fly! Fixed after ball crosses net computer stays above it
' until it hits table, then it gets in position to return.
'2023-02-04 2-3
' WOW I just made one gross adjustment to ComputerY Paddle height according to ball distance to
' table and made this a very hard game for Player to score!
'2023-02-04 2-4
' Observe the proper rule for legal serve, hit server's side first and then opponent's side.
' Add Const Server and use for scoring. Now get in habit of striking ball with bottom circle
' maybe side?
' New Paddle, back to big circle!!! Ah much better!
' If the ball hasn't touched the table you can hit it more than once.


'                       Rules of Profile Ping Pong (now in effect):
' Ping Pong Legal Service:
' The ball must be struck so the ball first bounces on the server's side and then the
' opponent's side. Version 2-4

' On your return you must clear net and not bounce again on your side of the table.
' Opponent may or may not chooses to wait for bounce.
' Opponent should not attempt to return a ball clearly not going to hit his side of table,
' to win a point. Version 2-2 and above AI will not attempt a return until players serve or
' return hits its side of table.

Const Xmax = 1200, Ymax = 700 '     screen size
Const PaddleR = 30, BallR = 5
Const CircR = 50 '                  radii
Const TableL = 100, TableR = 1100 ' table ends
Const TableY = Ymax - 80 '          table height from top screen
Const NetY = TableY - 40 '          net height from top screen
Const NetL = 598 '                  net left side
Const NetR = 602 '                  net right side
Const Gravity = .1 '                just about right drop
Const BallSpeed = 8 '               for ball speed
Const Player = 1 '                  for scoring properly
Const Computer = 2 '                need to know who hit ball last
Const Server = 3 '                  track serve hits right side first

Dim Shared As Long Table, LPaddle ' images shared so can be made in isolated subs once
Dim Shared ballX, ballY
Screen _NewImage(Xmax, Ymax, 32)
_ScreenMove 60, 20 '               <<< you may want different, for my screen it is almost middle
_PrintMode _KeepBackground '         usebackground color or image for background of text printed

Dim As Long f, mx, my, playerX, playerY, computerX, computerY, parkComputerY ' locating
Dim As Long playerPt, computerPt, tableTouchL, tableTouchR, lastToHit ' scoring and scoring helpers
Dim As Double ballDX, ballDY, a, snd
Dim As Long paddleY1, paddleY2 ' top and bottom line segment ends and centers of circle ends
Dim As String s ' score string fitting _printstring command on one line, one call to _PrintWidth
f = _LoadFont("Arial.ttf", 32) ' everyone has Arial right?
_Font f
_MouseHide
makeTableImg ' background and table, CLS with it
makeLeftPaddle ' Rectircle!

computerX = TableL - PaddleR - 3 ' as of now, ComputerX doesnt ever change x position
parkComputerY = TableY - 6 * PaddleR ' keeping Computer paddle above board out of trouble

Do 'resets for serve
    tableTouchL = 0: tableTouchR = 0: lastToHit = Server ' for serving
    computerY = parkComputerY
    ballY = 550: ballX = TableR - BallR
    ballDX = 0: ballDY = 0
    ' serve follows video of Rosy Demo, just drop ball on human side of table

    Do
        _PutImage , Table, 0 '                                                 background table...
        _PrintString (100, 100), "Computer:" + Str$(computerPt) '                     score update
        s = "Player:" + Str$(playerPt)
        _PrintString (1100 - _PrintWidth(s), 100), s

        '                                                                            Player Paddle
        While _MouseInput: Wend '                   poll mouse status
        mx = _MouseX: my = _MouseY
        If mx > NetR + CircR Then '               keep player on his side of table
            playerX = mx: playerY = my
        Else
            playerY = my ' OK let me move in Y direction
        End If
        fcirc playerX, playerY, CircR, &HFF00BB00
        makeEyes playerX, playerY

        ' Computer x is constant behind table edge y adjusted to ballY             Computer Paddle
        If tableTouchL = 0 Then
            If ballX < NetL Then computerY = ballY - 3 * PaddleR Else computerY = parkComputerY
        Else
            'version 2-3  needs to adjust paddle height to ball height from table
            If ballY > NetY - 3 * PaddleR Then
                computerY = ballY + .5 * PaddleR + 20 '    <<<<<<<< version 2-3 new line unbeatable
            Else
                computerY = ballY + .5 * PaddleR + 5 '         so upper round part hits ball upward
            End If
        End If
        _PutImage (computerX - PaddleR, computerY - 1.5 * PaddleR), LPaddle, 0
        makeEyes computerX, computerY

        '                                                                            ball handling
        ballDY = ballDY + Gravity '                     gravity weighs ball down going up or down
        ballX = ballX + ballDX: ballY = ballY + ballDY

        ' collide player
        If Sqr((playerX - ballX) ^ 2 + (playerY - ballY) ^ 2) < BallR + CircR Then
            Sound 230, 1
            a = _Atan2(ballY - playerY, ballX - playerX)
            ballDX = BallSpeed * Cos(a)
            ballDY = BallSpeed * Sin(a)
            ballX = ballX + 2 * ballDX ' boost
            ballY = ballY + 2 * ballDY
            If lastToHit <> Server Then lastToHit = Player
            tableTouchR = 0
        End If

        'collide with computer paddle
        ' first check if it hit the flat edge of paddle calc the 2 endpoints of that line
        paddleY1 = computerY - .5 * PaddleR ' paddle top circle origin and line segment end
        paddleY2 = computerY + .5 * PaddleR
        If hitLine(ballX, ballY, BallR, computerX + PaddleR, paddleY1, computerX + PaddleR,_
         paddleY2) Then

            ballDX = -ballDX ' the paddle line is straight up and down so x direction is reversed
            ballX = ballX + 2 * ballDX 'boost away
            lastToHit = Computer
            tableTouchL = 0

            ' 2nd check if hit top circle of paddle
        ElseIf Sqr((ballX - computerX) ^ 2 + (ballY - paddleY1) ^ 2) < (BallR + PaddleR) And_
         ballDX <= 0 Then

            Sound 230, 1
            a = _Atan2(ballY - paddleY1, ballX - computerX)
            ballDX = BallSpeed * Cos(a)
            ballDY = BallSpeed * Sin(a)
            ballX = ballX + 2 * ballDX ' boost
            ballY = ballY + 2 * ballDY
            lastToHit = Computer
            tableTouchL = 0

            ' 3rd check if hit bottom circle of paddle
        ElseIf Sqr((ballX - computerX) ^ 2 + (ballY - paddleY2) ^ 2) < (BallR + PaddleR) And_
         ballDX <= 0 Then

            a = _Atan2(ballY - paddleY2, ballX - computerX)
            ballDX = BallSpeed * Cos(a)
            ballDY = BallSpeed * Sin(a)
            ballX = ballX + 2 * ballDX ' boost
            ballY = ballY + 2 * ballDY
            lastToHit = Computer
            tableTouchL = 0
        End If

        ' collide net   vertical part
        If ballY + BallR > NetY Then
            If ballDX > 0 Then ' going towards player
                If ballX > NetL - BallR And ballX < NetR + BallR Then ' collide
                    GoSub player
                    Exit Do
                End If
            ElseIf ballDX < 0 Then ' going towards computer
                If ballX > NetL - BallR And ballX < NetR + BallR Then ' collide
                    GoSub computer
                    Exit Do
                End If
            End If
        End If

        ' collide table   very import to hit table on opponents side on serve and returns
        'If ballY + BallR > TableY And ((ballX > TableL) Or (ballX < TableR)) Then ' why the OR ???
        If (((ballY + BallR) > TableY) And (ballX > TableL)) And (ballX < TableR) Then
            Sound 600, .25
            If (ballX - BallR) < NetL Then ' table left
                If lastToHit = Server Then
                    GoSub computer
                    Exit Do
                End If
                If tableTouchL = 0 And ballDX > 0 Then
                    GoSub player
                    Exit Do
                Else
                    tableTouchL = tableTouchL + 1
                    If tableTouchL > 1 Then
                        GoSub player
                        Exit Do
                    End If
                End If
            ElseIf (ballX - BallR) > NetR Then 'table right
                If tableTouchR = 0 And ballDX < 0 Then ' ball headed left
                    If lastToHit = Server Then ' server struck ball correctly on his side first
                        lastToHit = Player
                    Else
                        GoSub computer ' player hit his side first, not on a serve
                        Exit Do
                    End If
                Else
                    tableTouchR = tableTouchR + 1
                    If tableTouchR > 1 And lastToHit <> Server Then
                        GoSub computer
                        Exit Do
                    End If
                End If
            End If
            ballY = TableY - BallR
            ballDY = -ballDY
        End If

        ' collide floor ?   I doubt this ever happens
        If ballY + BallR > Ymax Then
            If lastToHit = Server Then
                GoSub computer
                Exit Do
            End If
            If ballX + BallR < TableL Then
                If (tableTouchL > 0 And lastToHit = Player) Or (lastToHit = Computer) Then
                    GoSub player
                Else
                    GoSub computer
                End If
            ElseIf ballX - BallR > TableR Then
                If (tableTouchR > 0 And lastToHit = Computer) Or (lastToHit = Player) Then
                    GoSub computer
                Else
                    GoSub player
                End If
            End If
            Exit Do
        End If

        ' collide left boundry
        If ballX - BallR < 0 Then
            If lastToHit = Server Then
                GoSub computer
                Exit Do
            End If
            If (tableTouchL > 0) And (lastToHit = Player) Then
                GoSub player
            ElseIf lastToHit = Computer Then
                GoSub player
            ElseIf ((tableTouchL = 0) And (lastToHit = Player)) Then ' player hit to far
                GoSub computer
            End If
            Exit Do
        ElseIf ballX + BallR > Xmax Then 'collide right boundary
            If lastToHit = Server Then
                GoSub computer
                Exit Do
            End If
            If (tableTouchR > 0 And lastToHit = Computer) Or (lastToHit = Player) Then
                GoSub computer
            Else ' computer hit too far
                GoSub player
            End If
            Exit Do
        End If
        fcirc ballX, ballY, BallR, &HFFFFFFFF
        _Display
        _Limit 60
    Loop
    _Delay 1
    If computerPt >= 21 Then
        _MessageBox "Sorry,", "The Computer out did you this game."
        computerPt = 0: playerPt = 0
    ElseIf playerPt >= 21 Then
        _MessageBox "Congrats!", "You beat the Computer."
        computerPt = 0: playerPt = 0
    End If
Loop
End

player:
For snd = 400 To 800 Step 20: Sound snd, .5: Next ' player pt
playerPt = playerPt + 1
makeSmile playerX, playerY
makeFrown computerX, computerY
fcirc ballX, ballY, BallR, &HFFFFFFFF
_Display
_Delay 1
Return

computer:
For snd = 800 To 400 Step -20: Sound snd, .5: Next
computerPt = computerPt + 1
makeSmile computerX, computerY
makeFrown playerX, playerY
fcirc ballX, ballY, BallR, &HFFFFFFFF
_Display
_Delay 1
Return

' ============================================================================= Code for this app

Sub makeSmile (x, y)
    arc x, y, 23, _D2R(55), _D2R(125), &HFFFF0000
    arc x, y, 24, _D2R(55), _D2R(125), &HFFFF0000
End Sub

Sub makeFrown (x, y)
    arc x, y + 46, 23, _D2R(240), _D2R(300), &HFFFF0000
    arc x, y + 46, 22, _D2R(240), _D2R(300), &HFFFF0000
End Sub

Sub makeEyes (x, y)
    Dim a
    fcirc x - 10, y, 8, &HFFFFFFFF
    fcirc x + 10, y, 8, &HFFFFFFFF
    a = _Atan2(ballY - y, ballX - (x - 10))
    fcirc x - 10 + 2.5 * Cos(a), y + 2.5 * Sin(a), 3, &HFF000000
    a = _Atan2(ballY - y, ballX - (x + 10))
    fcirc x + 10 + 2.5 * Cos(a), y + 2.5 * Sin(a), 3, &HFF000000
    Line (x - 3, y + 23)-Step(6, 2), &HFFFF0000, BF
End Sub

Sub makeLeftPaddle
    LPaddle = _NewImage(2 * PaddleR, 3 * PaddleR, 32)
    _Dest LPaddle
    Rectircle PaddleR - 1, 1.5 * PaddleR, 2 * PaddleR - 1, 3 * PaddleR - 1, PaddleR, &HFFBB6600, -1
    _Dest 0
End Sub

Sub makeTableImg
    Table = _NewImage(_Width, _Height, 32)
    _Dest Table
    Cls , &HFF000088
    Line (TableL, TableY)-(TableR, TableY + 20), &HFF008855, BF
    Line (TableL + 40, TableY + 20)-(TableL + 50, _Height), &HFF444444, BF
    Line (TableR - 50, TableY + 20)-(TableR - 40, _Height), &HFF444444, BF
    Line (NetL, NetY)-(NetR, TableY), &HFF444444, BF
    Line (NetL + 1, NetY)-(NetR - 1, NetY + 20), &HFFFFFFFF, BF
    _Dest 0
End Sub

' =========================================================================== from my Code Library

Sub fcirc (CX As Long, CY As Long, R As Long, C As _Unsigned Long) ' Gold standard for Circle Fill
    Dim Radius As Long, RadiusError As Long
    Dim X As Long, Y As Long
    Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
    If Radius = 0 Then PSet (CX, CY), C: Exit Sub
    Line (CX - X, CY)-(CX + X, CY), C, BF
    While X > Y
        RadiusError = RadiusError + Y * 2 + 1
        If RadiusError >= 0 Then
            If X <> Y + 1 Then
                Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
                Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
            End If
            X = X - 1
            RadiusError = RadiusError - X * 2
        End If
        Y = Y + 1
        Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
        Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
    Wend
End Sub

' this sub uses Sub arc (x, y, r, raStart, raStop, c As _Unsigned Long)
' this does not check raStart and raStop like arcC does
Sub Rectircle (cx, cy, w, h, r, c As _Unsigned Long, Fill) 'assume default single
    ' a Rectangle with arc circular corners
    ' cx, cy is the middle of the Squircle
    ' w, h = rectangle width and height
    ' r = radius of circular arc (as opposed to elliptical arc
    ' c is color
    'so r needs to be  < .5 * s ie if r = .5 * s then it's just a circle
    'likewise? if r = 0 then just a square
    Dim temp&, xo, yo, p, pd2, p32, xConst, yConst
    Static sd& ' so dont have to free image after each use
    sd& = _Dest ' save dest
    temp& = _NewImage(w + 1, h + 1, 32) ' create a drawing area  side of square
    _Dest temp&
    xo = w / 2: yo = h / 2 ' middles
    p = _Pi: pd2 = p / 2: p32 = p * 3 / 2
    xConst = .5 * (w - 2 * r) '             looks like this is first needed number
    yConst = .5 * (h - 2 * r) '             to get the 4 origins for the arcs from xm y center
    '4 arcs
    arc xo - xConst, yo - yConst, r, p, p32, c
    arc xo + xConst, yo - yConst, r, p32, 0, c
    arc xo + xConst, yo + yConst, r, 0, pd2, c
    arc xo - xConst, yo + yConst, r, pd2, p, c
    '4 lines
    Line (xo - xConst, yo - yConst - r)-(xo + xConst, yo - yConst - r), c
    Line (xo - xConst, yo + yConst + r)-(xo + xConst, yo + yConst + r), c
    Line (xo - xConst - r, yo - yConst)-(xo - xConst - r, yo + yConst), c
    Line (xo + xConst + r, yo - yConst)-(xo + xConst + r, yo + yConst), c
    If Fill Then Paint (xo, yo), c, c
    _Dest sd&
    _PutImage (cx - xo, cy - yo), temp&, sd&
End Sub

'use radians draw arc from Start to Stop Clockwise
' this does not check raStart and raStop like arcC does
Sub arc (x, y, r, raStart, raStop, c As _Unsigned Long)
    Dim al, a
    'x, y origin, r = radius, c = color

    'raStart is first angle clockwise from due East = 0 degrees
    ' arc will start drawing there and clockwise until raStop angle reached

    If raStop < raStart Then
        arc x, y, r, raStart, _Pi(2), c
        arc x, y, r, 0, raStop, c
    Else
        ' modified to easier way suggested by Steve
        'Why was the line method not good? I forgot.
        al = _Pi * r * r * (raStop - raStart) / _Pi(2)
        For a = raStart To raStop Step 1 / al
            PSet (x + r * Cos(a), y + r * Sin(a)), c
        Next
    End If
End Sub

'from Rain Drain 3 check of hitLine Function
Function hitLine (CircleX, CircleY, CircleR, xx1, yy1, xx2, yy2) ' circle intersect line seg
    Dim x1, y1, x2, y2
    x1 = xx1: y1 = yy1: x2 = xx2: y2 = yy2 ' copy these values so they dont get changed with swap
    If x1 > x2 Then Swap x1, x2: Swap y1, y2
    If CircleX + CircleR < x1 Or CircleX - CircleR > x2 Then hitLine = 0: Exit Function
    If ((y2 - y1) / (x2 - x1)) * (CircleX - x1) + y1 - CircleR < CircleY And_
     CircleY < ((y2 - y1) / (x2 - x1)) * (CircleX - x1) + y1 + CircleR Then

        hitLine = 1
    Else
        hitLine = 0
    End If
End Function

   
b = b + ...
Reply
#13
Well need to do one more version with both paddles as circle and reduce LOC < 300:
Code: (Select All)
Option _Explicit
_Title "Profile Pong 3-0" ' b+ 2023-02-01 started inspired by Rosy game at RCBasic
' 2023-02-05 3-0 Starting with version 2-4 fixed for Proper serving, I redid both paddle shapes to
'circle fills and cleaned up code to that including consolidating Paddle Collision code.

'                       Rules of Profile Ping Pong (now in effect):
' Ping Pong Legal Service:
' The ball must be struck so the ball first bounces on the server's side and then the
' opponent's side. Version 2-4

' On your return you must clear net and not bounce again on your side of the table.
' Opponent may or may not chooses to wait for bounce.
' Opponent should not attempt to return a ball clearly not going to hit his side of table,
' to win a point. Version 2-2 and above AI will not attempt a return until players serve or
' return hits its side of table.

Const Xmax = 1200, Ymax = 700 '     screen size
Const PaddleR = 44, BallR = 5 '     radii
Const TableL = 100, TableR = 1100 ' table ends
Const TableY = Ymax - 80 '          table height from top screen
Const NetY = TableY - 40 '          net height from top screen
Const NetL = 598 '                  net left side
Const NetR = 602 '                  net right side
Const Gravity = .1 '                just about right drop
Const BallSpeed = 8 '               for ball speed
Const Player = 1 '                  for scoring properly
Const Computer = 2 '                need to know who hit ball last
Const Server = 3 '                  track serve hits right side first

Dim Shared As Long Table '                background image handle
Dim Shared As Long PlayerX, PlayerY '     locating
Dim Shared As Long ComputerX, ComputerY
Dim Shared As Long BallX, BallY
Dim Shared As Double BallDX, BallDY '     ball direction
Dim Shared As Long LastToHit '            scoring helper flags
Dim Shared As Long TouchL, TouchR

Screen _NewImage(Xmax, Ymax, 32) '                                               Game QB Settings
_ScreenMove 60, 20 '                <<< you may want different, for my screen it is almost middle
_MouseHide

Dim As Long mx, my, parkComputerY ' locating
Dim As Long playerPt, computerPt '  scoring and scoring helpers
Dim As Double snd '                 freq for making sounds
Dim As String s '                   temp string for scores
_Font _LoadFont("Arial.ttf", 32) '  everyone has Arial right?

MakeTableImg '                         draw table image
ComputerX = TableL - PaddleR - 3 '     as of now, ComputerX doesnt ever change x position
parkComputerY = TableY - 3 * PaddleR ' keeping ComputerY paddle above board out of trouble

Do '
    ' Serve similar to Rosy Demo Video, just drops ball on human side of table
    TouchL = 0: TouchR = 0: LastToHit = Server: ComputerY = parkComputerY '       resets for serve
    BallY = 550: BallX = TableR - BallR: BallDX = 0: BallDY = 0

    Do '                                            one round of play loop until a point is scored
        Cls
        _PutImage , Table, 0 '                                                 background table...
        _PrintString (100, 100), "Computer:" + Str$(computerPt) '                     score update
        s = "Player:" + Str$(playerPt)
        _PrintString (1100 - _PrintWidth(s), 100), s

        '                                                                            Player Paddle
        While _MouseInput: Wend '                   poll mouse status
        mx = _MouseX: my = _MouseY
        If mx > NetR + PaddleR Then '               keep player on his side of table
            PlayerX = mx: PlayerY = my
        Else
            PlayerY = my '                          OK let me move in Y direction at least
        End If
        FCirc PlayerX, PlayerY, PaddleR, &HFF00BB00
        MakeEyes PlayerX, PlayerY

        ' Computer x is constant behind table edge y adjusted to ballY             Computer Paddle
        If TouchL = 0 Then
            If BallX < NetL Then ComputerY = BallY - 3 * PaddleR Else ComputerY = parkComputerY
        Else
            If BallY > NetY - 3 * PaddleR Then
                ComputerY = BallY + 20 '         this is pure guess!!! Thank you gravity!
            Else
                ComputerY = BallY + 5 '          so upper round part of paddle hits ball upward
            End If
        End If
        FCirc ComputerX, ComputerY, PaddleR, &HFFBB4400
        MakeEyes ComputerX, ComputerY

        '                                                                            ball handling
        BallDY = BallDY + Gravity '                     gravity weighs ball down going up or down
        BallX = BallX + BallDX: BallY = BallY + BallDY

        PaddleCollisions ' check if ball collides with either opponents paddle

        ' collide net   vertical part
        If BallY + BallR > NetY Then
            If BallDX > 0 Then ' going towards player
                If BallX > NetL - BallR And BallX < NetR + BallR Then GoSub player: Exit Do
            ElseIf BallDX < 0 Then ' going towards computer
                If BallX > NetL - BallR And BallX < NetR + BallR Then GoSub computer: Exit Do
            End If
        End If

        ' collide table very important to hit table on opponents side on returns
        If (((BallY + BallR) > TableY) And (BallX > TableL)) And (BallX < TableR) Then
            Sound 600, .25
            If (BallX - BallR) < NetL Then ' table left
                If LastToHit = Server Then GoSub computer: Exit Do
                If TouchL = 0 And BallDX > 0 Then
                    GoSub player: Exit Do
                Else
                    TouchL = TouchL + 1
                    If TouchL > 1 Then GoSub player: Exit Do
                End If
            ElseIf (BallX - BallR) > NetR Then 'table right
                If TouchR = 0 And BallDX < 0 Then ' ball headed left
                    'If server struck ball correctly on his side first then else computer Pt
                    If LastToHit = Server Then LastToHit = Player Else GoSub computer: Exit Do
                Else ' player can only loose round if not serving
                    TouchR = TouchR + 1
                    If TouchR > 1 And LastToHit <> Server Then GoSub computer: Exit Do
                End If
            End If
            BallY = TableY - BallR: BallDY = -BallDY
        End If

        ' collide floor ?   I doubt this ever happens
        If BallY + BallR > Ymax Then
            If LastToHit = Server Then
                GoSub computer: Exit Do
            End If
            If BallX + BallR < TableL Then
                If (TouchL > 0 And LastToHit = Player) Or (LastToHit = Computer) Then
                    GoSub player
                Else
                    GoSub computer
                End If
            ElseIf BallX - BallR > TableR Then
                If (TouchR > 0 And LastToHit = Computer) Or (LastToHit = Player) Then
                    GoSub computer
                Else
                    GoSub player
                End If
            End If
            Exit Do
        End If

        ' collide left boundry
        If BallX - BallR < 0 Then
            If LastToHit = Server Then GoSub computer: Exit Do
            If (TouchL > 0) And (LastToHit = Player) Then
                GoSub player
            ElseIf LastToHit = Computer Then
                GoSub player
            ElseIf ((TouchL = 0) And (LastToHit = Player)) Then ' player hit to far
                GoSub computer
            End If
            Exit Do
        ElseIf BallX + BallR > Xmax Then 'collide right boundary
            If LastToHit = Server Then GoSub computer: Exit Do
            If (TouchR > 0 And LastToHit = Computer) Or (LastToHit = Player) Then
                GoSub computer
            Else ' computer hit too far
                GoSub player
            End If
            Exit Do
        End If
        FCirc BallX, BallY, BallR, &HFFFFFFFF
        _Display
        _Limit 60
    Loop
    _PrintString (100, 100), "Computer:" + Str$(computerPt) '                     score update
    s = "Player:" + Str$(playerPt)
    _PrintString (1100 - _PrintWidth(s), 100), s
    _Display
    If computerPt >= 21 Then
        _MessageBox "Sorry,", "The Computer out did you this game."
        computerPt = 0: playerPt = 0
    ElseIf playerPt >= 21 Then
        _MessageBox "Congrats!", "You beat the Computer."
        computerPt = 0: playerPt = 0
    Else
        _Delay 1.3
    End If
Loop
End

player:
For snd = 400 To 800 Step 20: Sound snd, .5: Next '                  player pt
playerPt = playerPt + 1
FArc PlayerX, PlayerY, 23, 1, _D2R(55), _D2R(125), &HFFFF0000 '           smile
FArc ComputerX, ComputerY + 46, 23, 1, _D2R(240), _D2R(300), &HFFFF0000 ' frown
FCirc BallX, BallY, BallR, &HFFFFFFFF
_Display
_Delay 1
Return
computer:
For snd = 800 To 400 Step -20: Sound snd, .5: Next '               computer pt
computerPt = computerPt + 1
FArc ComputerX, ComputerY, 23, 1, _D2R(55), _D2R(125), &HFFFF0000 '       smile
FArc PlayerX, PlayerY + 46, 23, 1, _D2R(240), _D2R(300), &HFFFF0000 '     frown
FCirc BallX, BallY, BallR, &HFFFFFFFF
_Display
_Delay 1
Return

' ============================================================================= Code for this app
Sub PaddleCollisions '                         handles collisions with both paddles
    Dim a##, x&, y&, collided&
    x& = PlayerX: y& = PlayerY '               check Players Paddle
    GoSub checkCollision
    If collided& Then
        If LastToHit <> Server Then LastToHit = Player
        TouchR = 0
    End If
    x& = ComputerX: y& = ComputerY '           check Computers Paddle
    GoSub checkCollision
    If collided& Then LastToHit = Computer: TouchL = 0
    Exit Sub
    checkCollision: ' distance between circle origins of ball and paddle
    If Sqr((x& - BallX) ^ 2 + (y& - BallY) ^ 2) < BallR + PaddleR Then
        Sound 230, 1 '                         paddle strike
        a## = _Atan2(BallY - y&, BallX - x&) ' redirect ball
        BallDX = BallSpeed * Cos(a##)
        BallDY = BallSpeed * Sin(a##)
        BallX = BallX + 2 * BallDX '           boost ball innew direction
        BallY = BallY + 2 * BallDY
        collided& = -1 '                       flag collided
    Else
        collided& = 0 '                        flag not collided
    End If
    Return
End Sub

Sub MakeEyes (x, y)
    Dim a
    FCirc x - 10, y, 8, &HFFFFFFFF '                              eyeballs
    FCirc x + 10, y, 8, &HFFFFFFFF
    a = _Atan2(BallY - y, BallX - (x - 10)) '                     for left iris pointing at ball
    FCirc x - 10 + 2.5 * Cos(a), y + 2.5 * Sin(a), 3, &HFF000000
    a = _Atan2(BallY - y, BallX - (x + 10)) '                     for right iris pointing at ball
    FCirc x + 10 + 2.5 * Cos(a), y + 2.5 * Sin(a), 3, &HFF000000
    Line (x - 3, y + 23)-Step(6, 2), &HFFFF0000, BF '             for mouth
End Sub

Sub MakeTableImg
    Table = _NewImage(_Width, _Height, 32)
    Color , &HFF000088: Cls
    _Dest Table
    Line (TableL, TableY)-(TableR, TableY + 20), &HFF008855, BF
    Line (TableL + 40, TableY + 20)-(TableL + 50, _Height), &HFF444444, BF
    Line (TableR - 50, TableY + 20)-(TableR - 40, _Height), &HFF444444, BF
    Line (NetL, NetY)-(NetR, TableY), &HFF444444, BF
    Line (NetL + 1, NetY)-(NetR - 1, NetY + 20), &HFFFFFFFF, BF
    _Dest 0
End Sub

'2023-02-04 Fill Arc draw an arc with thickness, tested in Profile Pong 3-0
' this sub needs sub FCirc(CX As Long, CY As Long, R As Long, C As _Unsigned Long) for dots
Sub FArc (x, y, r, thickness, RadianStart, RadianStop, c As _Unsigned Long)
    Dim al, a
    'x, y origin of arc, r = radius, thickness is radius of dots, c = color
    'RadianStart is first angle clockwise from due East = 0 in Radians
    ' arc will start drawing there and clockwise until RadianStop angle reached
    If RadianStop < RadianStart Then
        FArc x, y, r, thickness, RadianStart, _Pi(2), c
        FArc x, y, r, 0, thickness, RadianStop, c
    Else
        al = _Pi * r * r * (RadianStop - RadianStart) / _Pi(2)
        For a = RadianStart To RadianStop Step 1 / al
            FCirc x + r * Cos(a), y + r * Sin(a), thickness, c
        Next
    End If
End Sub
' =========================================================================== from my Code Library
Sub FCirc (CX As Long, CY As Long, R As Long, C As _Unsigned Long) ' Gold standard for Circle Fill
    Dim Radius As Long, RadiusError As Long
    Dim X As Long, Y As Long
    Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
    If Radius = 0 Then PSet (CX, CY), C: Exit Sub
    Line (CX - X, CY)-(CX + X, CY), C, BF
    While X > Y
        RadiusError = RadiusError + Y * 2 + 1
        If RadiusError >= 0 Then
            If X <> Y + 1 Then
                Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
                Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
            End If
            X = X - 1
            RadiusError = RadiusError - X * 2
        End If
        Y = Y + 1
        Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
        Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
    Wend
End Sub

   
b = b + ...
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