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Pong
#1
Cast your minds back to before the arrival of Mario when Dinosaurs walked... Sorry. Too far back...
Back when Naalaa 6 reigned supreme... with its Tile Map editor and Raycaster... from the minds of Allan Alcorn and Nolan Bushnell (1972) came the awe-inspiring spectacle that was to be known as "Pong"... made its way to our monitors in all of its monochromatic glory!! The Naalaa 6 version was produced by none other than Marcus (drum roll) Johansson. (see screen grab)

   

... do not forget the original N6 code...

Code:
rem ==================================================================
rem Pong, from basicprogramming.org.
rem
rem By Marcus Johansson.
rem ==================================================================

import "Speed.lib"

set window 0, 0, 320, 240, false, 2
set redraw off

plyX = 8
comX = 320 - 24
comY# = 120.0
comWantedY# = 120.0
comTimer = 25
hasBall = 1
ballX#
ballY#
ballDX#
ballDY#
ballSpeed# = 3.0
comScore = 0
plyScore = 0

do
    plyY = mousey()

    if hasBall = 1
        ballX# = float(plyX + 16)
        ballY# = float(plyY - 4)
        if mousebutton(0)
            ballDX = 1.0
            ballDY = 0.0
            ballSpeed = 2.0
            hasBall = 0
        endif
    elseif hasBall = 2
        ballX = float(comX - 8)
        ballY = comY - 4.0
    else
        ballX = ballX + ballDX*ballSpeed
        ballY = ballY + ballDY*ballSpeed
        if ballY < 0.0
            ballY = 0.0
            ballDY = -ballDY
        elseif ballY# > 240.0 - 8.0
            ballY = 240.0 - 8.0
            ballDY = -ballDY
        endif
       
       
        if ballDX < 0.0
            if RectsOverlap(plyX, plyY - 24, 16, 48, int(ballX), int(ballY), 8, 8)
                dy# = (ballY - float(plyY))/64.0
                dx# = 0.5
                k# = 1.0/sqr(dx*dx + dy*dy)
                ballDX# = k*dx
                ballDY# = k*dy
                ballSpeed = min#(ballSpeed*1.1, 6.0)
            endif
        else
            if RectsOverlap(comX, int(comY) - 24, 16, 48, int(ballX), int(ballY), 8, 8)
                dy# = (ballY - comY)/64.0
                dx# = -0.5
                k# = 1.0/sqr(dx*dx + dy*dy)
                ballDX# = k*dx
                ballDY# = k*dy
                ballSpeed = min#(ballSpeed*1.1, 6.0)
            endif
        endif

        if ballX > 320.0
            hasBall = 1
            plyScore = plyScore + 1
        elseif ballX < -8.0
            hasBall = 2
            comTimer = 50
            comWantedY = float(rnd(240))
            comScore = comScore + 1
        endif
    endif

    comTimer = comTimer - 1
    if comTimer <= 0
        if hasBall = 1
            comWantedY = ballY - 16.0 + float(rnd(32)) + (float(comX) - ballX)/ballSpeed*ballDY
            comTimer = comTimer + 25 + rnd(25)
        elseif hasBall = 2
            hasBall = 0
            ballDX = -1.0
            ballDY = 0.0
            ballSpeed = 2.0
        else
            comWantedY = ballY - 20.0 + float(rnd(40)) + (float(comX) - ballX)/ballSpeed*ballDY
            if ballDX < 0.0
                comTimer = comTimer + 20 + rnd(20)
            else
                comTimer = comTimer + 6 + rnd(6)
            endif
        endif
    endif
    comY = 0.90*comY + 0.1*comWantedY

    set color 0, 0, 0
    cls
    set color 255, 255, 255
    for y = 0 to 29
        draw rect 160 - 2, y*8 + 2, 4, 4, true
    next

    draw rect plyX, plyY - 24, 16, 48, true
    draw rect comX, int(comY) - 24, 16, 48, true
    draw rect int(ballX), int(ballY), 8, 8, true
    set caret 16, 8
    center plyScore
    set caret 320 - 16, 8
    center comScore

    redraw
    proc SPD_HoldFrame(60)   
until keydown(27) or not running()

function RectsOverlap(x0, y0, w0, h0, x1, y1, w1, h1)
    if x0 + w0 < x1 then return false
    if y0 + h0 < y1 then return false
    if x1 + w1 < x0 then return false
    if y1 + h1 < y0 then return false
    return true
endfunc

The following is my N7 version of Pong (based on the N6 version) - not optimized - sorry...


.zip   pong3.zip (Size: 1.72 MB / Downloads: 9)
Logic is the beginning of wisdom.
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#2
(12-31-2023, 11:31 PM)johnno56 Wrote: Cast your minds back to before the arrival of Mario when Dinosaurs walked... Sorry. Too far back...
Back when Naalaa 6 reigned supreme... with its Tile Map editor and Raycaster... from the minds of Allan Alcorn and Nolan Bushnell (1972) came the awe-inspiring spectacle that was to be known as "Pong"... made its way to our monitors in all of its monochromatic glory!! The Naalaa 6 version was produced by none other than Marcus (drum roll) Johansson. (see screen grab)

... do not forget the original N6 code...
...
The following is my N7 version of Pong (based on the N6 version) - not optimized - sorry...

[Image: xQmFxCSLFhkDbYG4m6E5x3-415-80.png]

How to play the Pong game ?  ... just kidding   Big Grin  
The first time I played it was on an Atari machine

Glad to see the Pong in Naalaa v7, 
especially it has a chance for a player to beat the computer ( make the computer less intelligent Big Grin )
Code:
    '    Give the player a chance to beat the computer
    '
    comY = 0.9 * comY + 0.1 * comWantedY

and I like the graphics, it has a futuristic background skin and a metallic ball .... It's very cool Cool
Reply
#3
Very nice!

I think I've got some stuff that I posted before the forum crashed that I should repost.
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