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Mail Archives: djgpp/2000/01/16/11:36:16

From: "Matt Huston" <mhuston AT ameritech DOT net>
Newsgroups: comp.os.msdos.djgpp
Subject: another allegro drawing question
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Date: Sun, 16 Jan 2000 11:09:02 -0500
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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;
 }
}


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