function init() -- mode 1: 40x30 characters setmode(1) -- prepare everything for the match reset_match() p1,p2=0,0 -- reset scores end function update() cls() -- ball movement -- 'wait' is a counter to skip some cycles before moving the ball, so it starts slower -- 'speed' defines how many cycles to skip. Every 5 hits to the paddles 'speed' goes down by 1, effectively increasing the ball's speed -- 'speed' is reset every point wait=wait-1 if wait==0 then wait=speed -- move ball bx=bx+dx by=by+dy -- if ball hits top or down walls, bounce if by==0 or by==29 then dy=-dy if playing then play("a") end -- if we are not playing, be quiet end -- during a match, paddles bounce the ball and left and right walls award points -- but before or after a match the ball just bounces around if playing then -- if ball hits left or right ball, reset the ball and award a point to the opposing paddle if bx==0 then p2=p2+1 reset_ball() end if bx==39 then p1=p1+1 reset_ball() end -- if ball hits paddle, bounce if (bx==1 and by>=y1 and by<=y1+4) or (bx==38 and by>=y2 and by<=y2+4) then play("c") dx=-dx -- also, increase hits. Every 5 hits the ball will speed up (only if it's not already as fast as possible) hits=hits+1 if (hits%5 == 0) and (speed>0) then speed=speed-1 end end else -- when not playing, just bounce freely if bx==0 or bx==39 then dx=-dx end end end -- player 1 controls if btn(KEY_Q) and y1>0 then y1=y1-1 end if btn(KEY_A) and y1<25 then y1=y1+1 end -- player 2 controls if btn(KEY_UP) and y2>0 then y2=y2-1 end if btn(KEY_DOWN) and y2<25 then y2=y2+1 end -- draw net if playing then for i=0,29 do print("\145",20,i) end end -- draw score print(p1,18,3) print(p2,22,3) -- draw ball print("\143",flr(bx),flr(by)) -- draw paddles for i=0,4 do print("\143",1,y1+i) print("\143",38,y2+i) end if not playing then -- while not playing show the messages if p1==10 then print("PLAYER 1 WINS!", 14, 8) elseif p2==10 then print("PLAYER 2 WINS!", 14, 8) else print("PONG!", 18, 10) end print("Press SPACE to play", 11, 20) if btn(KEY_SPACE) then start_match() end end end function start_match() playing=true p1,p2=0,0 -- reset scores end function reset_match() play("l2drl2d#l4e>l2crrcrrcrrrl2r cl4dl2d#l4el2cl4del2rl4dl2rl4crrrl2r< drl2d#l4e>l2crrcrrcrrrl2r< l2argl4f#l2a>l4cl2errdl4cl2drrrl2r< l2drl2d#l4e>l2crrcrrcrrrl2r cl4dl2d#l4el2cl4del2rl4dl2rl4crrrl2r<") playing=false bx,by=20,15 -- init ball's position dx,dy=1,1 -- init ball's direction y1,y2=14,14 -- init paddle's y coordinate wait=1 -- reset wait counter speed=4 -- reset speed hits=0 -- reset hits counter end function reset_ball() play("l0o3bagfedc") -- play sad tune bx,by=20,15 -- reset ball's position speed=4 -- reset speed hits=0 -- reset hits counter dx=-dx -- invert x direction -- si algu arriba a 10, la partida acaba if p1==10 or p2==10 then playing=false play("o5l1crl0ergrl4o6c") end end