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.
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