Blitz: Basic Tutorial

; 2. Ball Movement ball_x = ball_x + ball_dx ball_y = ball_y + ball_dy

Graphics 800, 600, 32, 2 SetBuffer BackBuffer() ; Our loop runs forever until we press ESC While Not KeyHit(1) ; Key 1 is the Escape key

; 3. Collisions (Top/Bottom walls) If ball_y < 5 Or ball_y > 595 Then ball_dy = -ball_dy

The numbers (203, 205) are DirectX scan codes. You can look them up, or use Blitz's built-in constants: KEY_LEFT , KEY_RIGHT , KEY_UP , KEY_DOWN . 5. Making Noise (The Joy of Beeps) No game is complete without sound. Load a WAV file (keep it small) and play it when the ball hits the wall. blitz basic tutorial

; Keep paddles on screen p1_y = Min(Max(p1_y, 10), 540) p2_y = Min(Max(p2_y, 10), 540)

; 4. Collisions (Paddles) If ball_x < 30 And ball_x > 20 And ball_y > p1_y - 20 And ball_y < p1_y + 60 Then ball_dx = -ball_dx EndIf

; Bounce off walls (Check if x hits left or right edge) If x > 780 Or x < 20 Then dx = -dx ; Reverse direction EndIf You can look them up, or use Blitz's

Type Player Field x, y Field health Field color_r, color_g, color_b End Type ; Create a new player me.Player = New Player me\x = 400 me\y = 300 me\health = 100 me\color_r = 0 me\color_g = 255 me\color_b = 0

While Not KeyHit(1)

; Show FPS or instructions Color 255, 255, 255 ; White text Text 10, 10, "X Position: " + x Load a WAV file (keep it small) and

; Later in your game loop... Color me\color_r, me\color_g, me\color_b Rect me\x, me\y, 32, 32, True

First, put a file called boop.wav in your project folder.

Cls clears. Flip displays. If you forget Flip , you see nothing. If you forget Cls , you get a messy "light trail" effect. 3. Your First Moving Pixel (A Ball) Let’s make a red ball bounce across the screen. We need variables for position ( x ) and speed ( dx ).

; --- Player 2 (Right) --- p2_y = 250 p2_score = 0

Spoiler: It wasn't lying.