View.Set ("graphics:max,max") View.Set ("offscreenonly") var size : int := 50 var mx, my, mb : int var collidex, collidey : int := 0 var ballx, bally : int := 200 var dirx, diry : int := 0 var ballSpeed : int := 4 var hit : string := "no" var col : int % Ball direction after it hits paddle % Change ball Speed % Levels ?? % balls left % Score...box count % Obsticles(Difficult) loop randint (col, 1, maxcol) drawfillbox (maxx, 1, 1, maxy, col) dirx := ballSpeed %dirx moves the ball left or right - ballspeed is the number of pixels it moves diry := ballSpeed %diry moves the ball up or down - ballspeed is the number of pixels it moves for x : 100 .. 800 by 100 % draws the bricks every 100 pixels for y : 300 .. 600 by 100 drawfillbox (x, y, x + 50, y + 30, red) % the bricks are 50 pixels wide by 30 pixels high end for end for loop %delay (3) mousewhere (mx, my, mb) drawfillbox (mx - size, 0, mx + size, 15, black) % draws the paddle drawfillbox (mx - size - 1, 0, 0, 15, col) % erases where the paddle used to be drawfillbox (maxx, 0, mx + size + 1, 15, col) % erases where the paddle used to be drawfilloval (ballx, bally, 15, 15, col) % erases where the ball used to be ballx += dirx %current x location of the ball...the ball is being moved left or right depending on the value of dirx bally += diry %current y location of the ball...the ball is being moved up or down depending on the value of diry drawfilloval (ballx, bally, 15, 15, blue) % draws the ball if ballx >= maxx then % right wall - ball will travel left after it gets to the edge of the screen dirx := - (dirx) elsif bally >= maxy then % top wall - ball will travel down after it gets to the edge of the screen diry := - (diry) elsif ballx <= 0 then % left wall- ball will travel right after it gets to the edge of the screen dirx := - (dirx) elsif bally <= 0 then % bottom of screen --Life is lost diry := - (diry) locate (1, 1) put "lost ball" ballx := 200 % resets starting location of ball bally := 200 loop mousewhere (mx, my, mb) % doesnt restart until mouse is clicked exit when mb = 1 end loop end if %paddle collision - ball bounces up when it hits paddle if ballx > mx - size and ballx < mx + size and bally <= 30 then diry := - (diry) end if %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % The following for loop checks to see if the ball touches any of the bricks. It checks all four % % 'sides' of the circle. If the circle touches a brick the current x and y location of the ball % % is divided by 100 then multiplied by 100 in order to draw a box over the brick hit. % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% for i : 1 .. 30 % top of ball if whatdotcolour (ballx - 15 + i, bally + 16) = red then collidex := (ballx - 15 + i) div 100 collidey := (bally + 16 + diry) div 100 collidex := collidex * 100 collidey := collidey * 100 drawfillbox (collidex, collidey, collidex + 50, collidey + 30, col) diry := - (diry) %top exit end if if whatdotcolour (ballx - 15 + i, bally - 16) = red then collidex := (ballx - 15 + i) div 100 collidey := (bally - 16 - diry) div 100 collidex := collidex * 100 collidey := collidey * 100 drawfillbox (collidex, collidey, collidex + 50, collidey + 30, col) diry := - (diry) % bottom exit end if if whatdotcolour (ballx + 16, bally - 15 + i) = red then collidex := (ballx + 16 + dirx) div 100 collidey := (bally - 15 + i) div 100 collidex := collidex * 100 collidey := collidey * 100 drawfillbox (collidex, collidey, collidex + 50, collidey + 30, col) dirx := - (dirx) exit end if if whatdotcolour (ballx - 16, bally - 15 + i) = red then collidex := (ballx - 16 - dirx) div 100 collidey := (bally - 15 + i) div 100 collidex := collidex * 100 collidey := collidey * 100 drawfillbox (collidex, collidey, collidex + 50, collidey + 30, col) dirx := - (dirx) % left exit end if end for View.Update end loop end loop