RANDOMIZE TIMER REM ORIGINAL "PONGWITHOUTPATS" BY CROSOFT312 REM SOUND FX REMIX BY WAS8BIT SPRITE 2 PAL 1 SPRITE 3 PAL 1 SPRITE 2,0,0,1 SPRITE 3,152,120,1 'SET X, Y OF BALL X = 20+RND(110) Y = 20+RND(80) 'TRJ = TRAJECTORY OF BALL TRJ = 2 'MAIN LOOP DO 'UPDATE TRAJECTORY OF BALL WHEN IT HITS THE EDGES. OLD_TRJ=TRJ IF Y = 0 AND TRJ = 1 THEN TRJ = 3 IF Y = 0 AND TRJ = 2 THEN TRJ = 4 IF Y = 120 AND TRJ = 3 THEN TRJ = 1 IF Y = 120 AND TRJ = 4 THEN TRJ = 2 IF X = 0 AND TRJ = 1 THEN TRJ = 2 IF X = 0 AND TRJ = 3 THEN TRJ = 4 IF X = 152 AND TRJ = 4 THEN TRJ = 3 IF X = 152 AND TRJ = 2 THEN TRJ = 1 IF TRJ<>OLD_TRJ THEN PLAY 0,22+X/3.33,1 SOUND 0 PLAY 1,22+Y/2.66,1 SOUND 1 END IF 'MOVE THE BALL ACCORDING TO TRAJECTORY IF TRJ = 1 THEN DEC X DEC Y ELSE IF TRJ = 2 THEN INC X DEC Y ELSE IF TRJ = 3 THEN DEC X INC Y ELSE IF TRJ = 4 THEN INC X INC Y END IF 'REDRAW THE BALL SPRITE 1, X, Y, 1 'TARGET SPRITES SY2=SPRITE.Y(2) SY3=SPRITE.Y(3) ADD SY2,1,0 TO 120 ADD SY3,-1,0 TO 120 SPRITE 2,,SY2, SPRITE 3,,SY3, ' CHECK COLLISIONS IF SPRITE HIT(2) THEN PLAY 2,45+RND(30),90 SOUND 2 SPRITE 1,SPRITE.X(1)+RND(5)-RND(5),SPRITE.Y(1)+RND(5)-RND(5), END IF IF SPRITE HIT(3) THEN PLAY 3,45+RND(30),90 SOUND 3 SPRITE 1,SPRITE.X(1)+RND(5)-RND(5),SPRITE.Y(1)+RND(5)-RND(5), END IF WAIT VBL LOOP #2:MAIN CHARACTERS 00000000000000000000000000000000 FF818181818181FF0000000000000000 #15:MAIN SOUND 08008055000000000800805500000000 230030CC00ECE000180084DD00F60000 38002020000000003800505000000000 0800000F000000000800000F00000000 0800000F000000000800000F00000000 0800000F000000000800000F00000000 0800000F000000000800000F00000000 0800000F000000000800000F00000000