Keep Up!
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| Hello, All I've got yet another problem. :(, I've been trying to make my own Breakout clone, i've got a pad that can move left and right and a ball that bounces around. Now if i leave the pad alone the ball bounces around without any lag or slow down...but soon as i start moving the pad both the pad and the ball slows down. this is very frustrating as i've just got everything working... Source: AppTitle "BreakIn!" Local ScreenHeight = 165 Local ScreenWidth = 165 Graphics ScreenWidth,ScreenHeight Local Pad = LoadImage("Pad.bmp") Local PadX = ScreenWidth / 2 - ImageWidth(Pad) / 2 Local PadY = 128 Local PadSpeed = 15 Local Ball = LoadImage("Ball.bmp") Local BallX = ScreenWidth / 2 - ImageWidth(Ball) / 2 Local BallY = PadY - ImageHeight(Ball) Local BallSpeed = 0 Local BallDirection = 1 MaskImage Pad,250,250,250 MaskImage Ball,250,250,250 SetBuffer BackBuffer() ClsColor 250,250,250 While Not KeyDown(1) Cls DrawImage Pad,PadX,PadY DrawImage Ball,BallX,BallY Flip If KeyDown(203) And PadX => 1 Then PadX = PadX - 1: Delay PadSpeed ; Move Pad Left If KeyDown(205) And PadX <= ScreenWidth - ImageWidth(Pad)-1 Then PadX = PadX + 1: Delay PadSpeed ; Move Pad Right ;;;;; If Ball Hits Sides Of Screen ;;;;; ; Collision Detection: Wall:Left If BallX <= 0 And BallDirection = 1 Then BallDirection = 2 If BallX <= 0 And BallDirection = 4 Then BallDirection = 3 ; Collision Detection: Wall:Top If BallY <= 0 And BallDirection = 1 Then BallDirection = 4 If BallY <= 0 And BallDirection = 2 Then BallDirection = 3 ; Collision Detection: Wall:Right If BallX => ScreenWidth - ImageWidth(Ball) And BallDirection = 3 Then BallDirection = 4 If BallX => ScreenWidth - ImageWidth(Ball) And BallDirection = 2 Then BallDirection = 1 ; Collision Detection: Wall:Bottom If BallY => ScreenHeight - ImageHeight(Ball) And BallDirection = 3 Then BallDirection = 2 If BallY => ScreenHeight - ImageHeight(Ball) And BallDirection = 4 Then BallDirection = 1 ;;;;; If Ball Hits Pad ;;;;; If BallDirection = 4 And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY And BallX <= PadX + ImageWidth(Pad)-1 And BallX => PadX - ImageWidth(Ball)+1 Then BallDirection = 1 If BallDirection = 3 And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY And BallX <= PadX + ImageWidth(Pad)-1 And BallX => PadX - ImageWidth(Ball)+1 Then BallDirection = 2 ; Collision Detection: Pad:Bottom If BallDirection = 2 And BallY <= PadY + ImageHeight(Pad)-1 And BallY => PadY And BallX <= PadX + ImageWidth(Pad)-1 And BallX => PadX - ImageWidth(Ball)+1 Then BallDirection = 3 If BallDirection = 1 And BallY <= PadY + ImageHeight(Pad)-1 And BallY => PadY And BallX <= PadX + ImageWidth(Pad)-1 And BallX => PadX - ImageWidth(Ball)+1 Then BallDirection = 4 ; Collision Detection: Pad:Right If BallDirection = 4 And BallX <= PadX + ImageWidth(Ball)-1 And BallX => PadX And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY + ImageHeight(Pad)-1 Then BallDirection = 2 If BallDirection = 1 And BallX <= PadX + ImageWidth(Ball)-1 And BallX => PadX And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY + ImageHeight(Pad)-1 Then BallDirection = 3 ; Collision Detection: Pad:Left If BallDirection = 2 And BallX => PadX - ImageWidth(Ball)+1 And BallX <= PadX And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY + ImageHeight(Pad)-1 Then BallDirection = 1 If BallDirection = 4 And BallX => PadX - ImageWidth(Ball)+1 And BallX <= PadX And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY + ImageHeight(Pad)-1 Then BallDirection = 3 ; Move Ball Around The Screen If BallSpeed > 0 And BallDirection = 1 Then BallX = BallX - 2: BallY = BallY - 2: Delay BallSpeed ; Move Ball Top:Left If BallSpeed > 0 And BallDirection = 2 Then BallX = BallX + 2: BallY = BallY - 2: Delay BallSpeed ; Move Ball Top:Right If BallSpeed > 0 And BallDirection = 3 Then BallX = BallX + 2: BallY = BallY + 2: Delay BallSpeed ; Move Ball Bottom:Right If BallSpeed > 0 And BallDirection = 4 Then BallX = BallX - 2: BallY = BallY + 2: Delay BallSpeed ; Move Ball Bottom:Left ; Start Ball Moving If It's Not If BallSpeed = 0 And KeyDown(57) Then BallSpeed = 10 Wend End Could it be due to the fact i've got to many IF statements? |
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| Hey, the delay command halts the entire program from running, that's where the slowdown is coming from. Everytime you move the bat, your delaying the game for x number of millisecs(). How about this. I've put in a millisecs() timer. If 20 millisecs() has passed then the key for moving the pad will be checked. Taken out PadSpeed variable and put in pad_time and pad_timer. Adjust pad_time for faster/slower pad movement.
AppTitle "BreakIn!"
Local ScreenHeight = 165
Local ScreenWidth = 165
Graphics ScreenWidth,ScreenHeight
Local Pad = LoadImage("Pad.bmp")
Local PadX = ScreenWidth / 2 - ImageWidth(Pad) / 2
Local PadY = 128
Local Ball = LoadImage("Ball.bmp")
Local BallX = ScreenWidth / 2 - ImageWidth(Ball) / 2
Local BallY = PadY - ImageHeight(Ball)
Local BallSpeed = 0
Local BallDirection = 1
MaskImage Pad,250,250,250
MaskImage Ball,250,250,250
SetBuffer BackBuffer()
ClsColor 250,250,250
Global pad_time=20; This is the time in millisecs() the keys that move the pad will be checked
Global pad_timer-millisecs(); This is the counter for the pad time
While Not KeyDown(1)
Cls
DrawImage Pad,PadX,PadY
DrawImage Ball,BallX,BallY
Flip
If Millisecs()>pad_time+pad_timer then; if pad_time amount of millisecs() has passed then do pad movement
pad_timer=millisecs(); resets timer
If KeyDown(203) And PadX => 1 Then PadX = PadX - 1; Move Pad Left
If KeyDown(205) And PadX <= ScreenWidth - ImageWidth(Pad)-1 Then PadX = PadX + 1; Move Pad Right
end if
;;;;; If Ball Hits Sides Of Screen ;;;;;
; Collision Detection: Wall:Left
If BallX <= 0 And BallDirection = 1 Then BallDirection = 2
If BallX <= 0 And BallDirection = 4 Then BallDirection = 3
; Collision Detection: Wall:Top
If BallY <= 0 And BallDirection = 1 Then BallDirection = 4
If BallY <= 0 And BallDirection = 2 Then BallDirection = 3
; Collision Detection: Wall:Right
If BallX => ScreenWidth - ImageWidth(Ball) And BallDirection = 3 Then BallDirection = 4
If BallX => ScreenWidth - ImageWidth(Ball) And BallDirection = 2 Then BallDirection = 1
; Collision Detection: Wall:Bottom
If BallY => ScreenHeight - ImageHeight(Ball) And BallDirection = 3 Then BallDirection = 2
If BallY => ScreenHeight - ImageHeight(Ball) And BallDirection = 4 Then BallDirection = 1
;;;;; If Ball Hits Pad ;;;;;
If BallDirection = 4 And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY And BallX <= PadX + ImageWidth(Pad)-1 And BallX => PadX - ImageWidth(Ball)+1 Then BallDirection = 1
If BallDirection = 3 And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY And BallX <= PadX + ImageWidth(Pad)-1 And BallX => PadX - ImageWidth(Ball)+1 Then BallDirection = 2
; Collision Detection: Pad:Bottom
If BallDirection = 2 And BallY <= PadY + ImageHeight(Pad)-1 And BallY => PadY And BallX <= PadX + ImageWidth(Pad)-1 And BallX => PadX - ImageWidth(Ball)+1 Then BallDirection = 3
If BallDirection = 1 And BallY <= PadY + ImageHeight(Pad)-1 And BallY => PadY And BallX <= PadX + ImageWidth(Pad)-1 And BallX => PadX - ImageWidth(Ball)+1 Then BallDirection = 4
; Collision Detection: Pad:Right
If BallDirection = 4 And BallX <= PadX + ImageWidth(Ball)-1 And BallX => PadX And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY + ImageHeight(Pad)-1 Then BallDirection = 2
If BallDirection = 1 And BallX <= PadX + ImageWidth(Ball)-1 And BallX => PadX And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY + ImageHeight(Pad)-1 Then BallDirection = 3
; Collision Detection: Pad:Left
If BallDirection = 2 And BallX => PadX - ImageWidth(Ball)+1 And BallX <= PadX And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY + ImageHeight(Pad)-1 Then BallDirection = 1
If BallDirection = 4 And BallX => PadX - ImageWidth(Ball)+1 And BallX <= PadX And BallY => PadY - ImageHeight(Pad)+1 And BallY <= PadY + ImageHeight(Pad)-1 Then BallDirection = 3
; Move Ball Around The Screen
If BallSpeed > 0 And BallDirection = 1 Then BallX = BallX - 2: BallY = BallY - 2: Delay BallSpeed ; Move Ball Top:Left
If BallSpeed > 0 And BallDirection = 2 Then BallX = BallX + 2: BallY = BallY - 2: Delay BallSpeed ; Move Ball Top:Right
If BallSpeed > 0 And BallDirection = 3 Then BallX = BallX + 2: BallY = BallY + 2: Delay BallSpeed ; Move Ball Bottom:Right
If BallSpeed > 0 And BallDirection = 4 Then BallX = BallX - 2: BallY = BallY + 2: Delay BallSpeed ; Move Ball Bottom:Left
; Start Ball Moving If It's Not
If BallSpeed = 0 And KeyDown(57) Then BallSpeed = 10
Wend
End
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| Oh right, i think i get it, but does it matter how many IF statements i use, or do IF statements not effect the speed of the game? |
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| No, if statement won't really affect the speed of the game. They are executed lightning quick. |
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| If you have about ten thousand if statements, it might make a difference... |
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| Even ten thousand should be okay. |