Blitz Basic Tutorial 〈Direct ◎〉
; Draw Scores Text 350, 20, p1_score Text 430, 20, p2_score
Global beep = LoadSound("boop.wav") Inside your "bounce" condition, play it:
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 blitz basic tutorial
Cls
; 6. Drawing Color 255, 255, 255 Rect 10, p1_y, 15, 60, True ; Left Paddle Rect 775, p2_y, 15, 60, True ; Right Paddle Oval ball_x, ball_y, 10, 10, True ; Ball ; Draw Scores Text 350, 20, p1_score Text
In this tutorial, we are going to ignore classes, pointers, and memory management. We are going to open a window, draw a bouncing ball, and make a beep noise. Let’s get nostalgic. First, you need the compiler. Since BlitzBasic is abandonware (but beloved), head to the official archive at blitzbasic.com (or GitHub for BlitzMax NG).
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 ). Let’s get nostalgic
; Draw the ball (Oval x, y, width, height, solid) Color 255, 0, 0 ; Set color to Red (R,G,B) Oval x, y, 32, 32, True
Spoiler: It wasn't lying.
; Bounce off walls (Check if x hits left or right edge) If x > 780 Or x < 20 Then dx = -dx ; Reverse direction EndIf
At the top of your code (before the loop), load the sound:














