Hi Yahfree,
At the end of your playgame function, after the Wend, comment out or delete the line that reads END. This is the problem. Sorry I didn't reply before, been busy. I removed this earlier when I was testing, and forgot to mention it.
Also you will want to add a ShowPointer in the If KeyHit(1) section. The playgame function should look something like this:
At the end of your playgame function, after the Wend, comment out or delete the line that reads END. This is the problem. Sorry I didn't reply before, been busy. I removed this earlier when I was testing, and forgot to mention it.
Also you will want to add a ShowPointer in the If KeyHit(1) section. The playgame function should look something like this:
;!#$@#$@#%@!#$@#$!@#$!@#$ ;@#$@#$# PLAYGAME !@#!@## ;!@#!@$@#$@#$@#$@#$@#$@#$ Function playgame() ;Graphics mode set for playgame() Graphics 800,600,32,2 HidePointer ;Loads/Creates all the images AutoMidHandle True paddle=CreateImage(70,15) ball=CreateImage(10,10) AutoMidHandle False pausedpic=LoadImage("Paused.png") ;draws on the empty image container.. SetBuffer ImageBuffer(paddle) Rect 0,0,70,15,1 SetBuffer ImageBuffer(ball) Oval 0,0,10,10,1 SetBuffer BackBuffer() ;Copys the ball image 3 times these will be our lifes displayed on the bottom of the screen. life1=CopyImage(ball) life2=CopyImage(ball) life3=CopyImage(ball) ;playgame() loop While selection=2 Cls ;Calls functions. addplayercontrols() drawmyimages() addcollisions() addtext() ;if keyhit 1 (ESC) then SUPPOST TO GO BACK TO MAIN MENU If KeyHit(1) selection=1 ShowPointer ; add this line so the mouse is shown again End If ;conditional functions If KeyHit(P) Pause(pausedpic) End If ;small delay in the loop for less slow down. ;flips, ends the loop and termanates the program.. Delay 5 Flip Wend ;End ; delete or comment this line out! End Function