Pong: one of the simplest possible games to make. If you're doing an assignment, or just want to start making games, this tutorial will get you up and running with a working game ASAP.
Assumes you know how to add controls in the designer and switch between the designer cand code views.
1) Starting up in the designer
Make 3 picture boxes (1 player paddle, 1 computer paddle, one ball). Name and position them accordingly: playerPaddle at the bottom, computerPaddle at the top, ball in the centre. Add a timer with an Interval value of 50, and an Enabled value of true. Double-click the timer.
2) Moving the players Paddle
Now addThis will move the bottom paddle to be in line with the mouse every update. If you run it now, you should have a controllable bottom paddle.VB Code:
playerPaddle.Location = Me.PointToClient(New Point(MousePosition.X, Me.PointToScreen(playerPaddle.Location).Y))
Me.PointToClient converts the Sceen Coordinates of MousePosition.X to Form1 Coordinates, meaning that it won't affect the gameplay if you move the form around.
3) Declaring Ball Speed Variables
AddDirectly to your namespace (not in the timer event handler). This sets aside two variables for use later onVB Code:
Dim ballXSpeed As Single Dim ballYSpeed As Single
4) Initialising Ball Speed Variables
Go back to the designer and double click on the form. In the Form1_Load event handler, add:This initialises the ball speed variables. It will immediately move in the negative Y direction (towards the computer).VB Code:
ballXSpeed = 0 ballYSpeed = -5
5) Applying Ball Speed Variables
Back in the timer event handler, addThis adds the balls X and Y speeds to the balls location every frame. Running the program now, you should see the ball fly off the top of the screen.VB Code:
ball.Location = New Point(ball.Location.X+Math.Round(ballXSpeed), ball.Location.Y+Math.Round(ballYSpeed))
6) Determining collision with the playerPaddle
This is more complex. You need to check whether or not the balls position is within the paddles bounding box. To do this for the players paddle, add:Read this code thoroughly to understand how it works before you continue.VB Code:
'Checks that the balls X position is within the left/right edges of the paddle If ball.Location.X < playerPaddle.Right And ball.Location.X > playerPaddle.Left Then 'Checks that the balls Y position is within the top/bottom edges of the paddle If ball.Location.Y < playerPaddle.Bottom And ball.Location.Y > playerPaddle.Top Then 'A collision has occured End If End If
7) Acting on collision with the playerPaddle
When the ball collides with the playerPaddle, you want it to go up, towards the computerPaddle. Hence, you modify the ballYSpeed within the collision check:This also randomises the X speed of the ball, to make things more interesting. The new Random class takes DateTime.Now as a seed, to prevent it always returning the same pseudorandom number everytime it is initialised.VB Code:
'A collision has occured ballYSpeed = -10 ballXSpeed = New Random(DateTime.Now.Millisecond).Next(-10,10)
8) Collisions with the computerPaddle
This is almost identical to collisions with the player paddle, but the ballYSpeed is changed to the opposite value to send it back to the player:If you run this now, the ball should be able to bounce off of both paddles.VB Code:
If ball.Location.X < computerPaddle.Right And ball.Location.X > computerPaddle.Left Then 'Checks that the balls Y position is within the top/bottom edges of the paddle If ball.Location.Y < computerPaddle.Bottom And ball.Location.Y > computerPaddle.Top Then 'A collision has occured ballYSpeed = 10 ballXSpeed = New Random(DateTime.Now.Millisecond).Next(-10,10) End If End If
9) Computer control.
OK, we now have a working ball, but the computer paddle doesn't put up a fight. Add:This will move the computer paddle left and right when it needs to. Run it now and you'll have a working game of Pong.VB Code:
If ball.Location.X > computerPaddle.Left + 20 Then 'Move Right computerPaddle.Location = New Point(computerPaddle.Location.X+4, computerPaddle.Location.Y) End If If ball.Location.X < computerPaddle.Right - 20 Then 'Move Left computerPaddle.Location = New Point(computerPaddle.Location.X-4, computerPaddle.Location.Y) End If
The +20 and -20 add 'error tolerance', causing the computer player to move closer to the ball than is necessary to intercept it. This is much more like a human player than always intercepting the ball with the very edge of the paddle.
10) Bouncing off of walls
If you tried to play the game, you might have noticed that the ball can fly off of the left and right side of the screen. Making it bounce off of walls is easy enough, and takes away this bug.
Your game logic is now finished!VB Code:
If ball.Location.X < 0 Then ballXSpeed = 5 End If If ball.Location.X > Me.Width Then ballXSpeed = -5 End If
11) Restarting the game
The game plays, but will need a method to restart. Go back to the designer, and add a button somewhere. Name it 'restart', and double-click on it. Then add some very simple restart code:And your game is finished! Feel free to improve on it: this is probably as simple as it gets to make a working game.VB Code:
ballYSpeed = -5 ballXSpeed = 0 ball.Location = new Point(Math.Round(Me.Height/2), Math.Round(Me.Width/2))
Suggestions for improvement and bonus points:
~ Add a win/lose test, for when the ball goes off the top and bottom of the screen.
~ Mess with the Timer interval value and all the speed values to increase and decrease difficulty.
~ Combine the above two suggestions: make the game more difficult everytime the player wins and less difficult everytime they lose.
~ Make the Computer Paddle more realistic: add an xSpeed variable for it and add values to that variable to make it move more smoothly.
~ Using a Win/Lose test, disable the restart button when you are playing.
~ Using a Win/Lose test, add a score tracker using two labels and two integer variables.
~ Make pretty images for the ball and paddles. :)
If you find any problems, let me know and I'll fix them.
Enjoy,
Qu.
