Hey there! I recently started to learn Lite-C (2 days ago) and then I recently began to create a simple pong game for experience and practice (yesterday), I had run into some problems, and I tried to use the least amount of help, only using the workshops, and occasionally using prototype script for guidelines. I just finished it, but I have run into a problem. Look, I'll show you. This is my final code.

Code:
 #include <acknex.h>
#include <default.c>





/////////////////////////////////////These are the VARIABLES for the scores./////////////////////////
var top_score = 0;
var bottom_score = 0; 

///////////////////////////////////////These are the BMAP DEFINITIONS for the BMAPS./////////////////////
BMAP* left_border = "border_left.bmp";
BMAP* right_border = "border_right.bmp";
BMAP* center_line = "crossed_line.bmp";
BMAP* up_pong = "pong_up.bmp";
BMAP* down_pong = "pong_down.bmp";
BMAP* pongd_ball = "pong_ball.bmp";
/////////////////////////////////////These are PANELS for the BMAPS.////////////////////////////
PANEL* the_left_border =
{ // This is PANEL for Left Border
  pos_x = 0;              
  pos_y = 0;  
  layer = 2;
  digits(0, 0, 2, *, 1, top_score);
  bmap = left_border;
  flags = VISIBLE;
}
PANEL* border_right =
{ //This is a PANEL for Right Border
  pos_x = 620;
  pos_y = 0;
  layer = 2;
  digits(0, 0, 2, *, 1, bottom_score);
  bmap = right_border;
  flags = VISIBLE;
}
PANEL* crossed_line =
{//This is a PANEL for Center Line
  pos_x = 0;
  pos_y = 225;
  layer = 1;
  bmap = center_line;
  flags = VISIBLE;
}
PANEL* upper_pong =
{//This is a PANEL for Upper Pong
  pos_x = 225;
  pos_y = 20;
  layer = 6;
  bmap = up_pong;
  flags = VISIBLE;
}
PANEL* downed_pong =
{//This is a PANEL for Downed Pong
  pos_x = 225;
  pos_y = 430;
  layer = 6;
  bmap = down_pong;
  flags = VISIBLE;
}
PANEL* ponged_ball =
{//This is a PANEL for Pong Ball
pos_x = 300;
pos_y = 225;
layer = 6;
bmap = pongd_ball;
flags = VISIBLE;
}


      
      ////////////////////////////////////These are the SOUNDS for the effects./////////////////////////
SOUND* beep_1 = "beep.wav";
SOUND* goal = "score.wav";


////////////////////////////////////This defines the computer and user./////////////////////////

#define USER 1
#define COMPUTER 0

STRING* sTitle = "";
TEXT* tName = { string("computer", "user"); }

VECTOR* ball_speed;
var mode_top = COMPUTER;
var mode_bottom = COMPUTER;

////////////////////////////////////This updates the ball.//////////////////////////////
function update_ball()
{// This function updates ball
	pongd_ball.pos_x += 7*ball_speed.x*time_step;
	pongd_ball.pos_y += 7*ball_speed.y*time_step;
	
	/////////////////////////////////See if ball hit paddle/border.//////////////////////
	
	if (pongd_ball.pos_x < 0)  //If ball hits the left border on X axis
	{
		ball_speed.x = -3 - random(3);
		snd_play (beep_1, 50, 0);
	}
	else if (pongd_ball.pos_x > 620) //If ball hits the right border on X axis
	{
		ball_speed.x = +3 + random(3);
		snd_play (beep_1, 50, 0);
	}
	if (pongd_ball.pos_y < 0) //If ball hits the upper edge of the window on Y axis
	{
		ball_speed.y = -3 - random(3);
		snd_play (goal, 70, 0);
		top_score += 1;
		pongd_ball.pos_y = 0; 
	}
	else if (pongd_ball.pos_y > 450) //If ball hits the lower edge of the window on Y axis
{
	ball_speed.y = +3 + random(3);
	snd_play (goal, 70, 0);
	bottom_score += 1;
	pongd_ball.pos_y = 450;)
}

if ((pongd_ball.pos_y > 430) && (pongd_ball.pos_y < 440) && (pongd_ball.pos_x > down_pong.pos_x - 12) && (pongd_ball.pos_x < down_pong.pos_x + 90))
{//Bottom player has blocked the ball.
	snd_play (beep_1. 70. 0);
	ball_speed.x = 3 + random(3);
	ball_speed.y = 3 - random(3);
}
else if ((pongd_ball.pos_y < 20) && (pongd_ball.pos_y > 10) && (pongd_ball.pos_x > up_pong.pos_x - 12) && (pongd_ball.pos_x < up_pong.pos_x + 90))
{
	snd_play (beep_1, 70, 0);
	ball_speed.x = 3 - random(3);
	ball_speed.y = 3 + random(3);
}


////////////////////////////////This section updates the paddles.///////////////////
function update_paddle(var *paddle_pos,var paddle_mode,var key)
{
   if (COMPUTER == paddle_mode) {
		if ((ball_pan.pos_x > 10) && (ball_pan.pos_x < 600)) // Gives computer boundries.
			*paddle_pos = ball_pan.pos_y - 42;
	}
	else if (USER == paddle_mode) {
      *paddle_pos += 30*time_step*key;   	   
		*paddle_pos = clamp(*paddle_pos,35,470);
	}
	
}


///////////////////////////////////This is the function for the screen.//////////////////////////
function main()
{//This is the blue screen color
      screen_color.blue = 150;
      wait (1);
   
   randomize();
	ball_speed.x = 3 - 6 * (random(6) % 2); // -3 or 3, random ball direction at game start
	ball_speed.y = 3 - random(6); // -3...3, random vertical speed at game start
	
	while ((right_score != 10) && (left_score != 10))
	{
      if (key_esc) { sys_exit(NULL); }
      
//Switch to user mode if a paddle key is pressed      
      if (key_s || key_d) mode_top = USER;
      if (key_cul || key_cur) mode_bottom = USER;

// Update paddles and ball, and count scores
      update_ball();
      update_paddle(left_pan.pos_x,mode_top,key_s-key_d);
      update_paddle(right_pan.pos_x,mode_bottom,key_cul-key_cur);

// compose the sTitle string
      str_cpy(sTitle,"Pong Demo - ");
      str_cat(sTitle,(tName.pstring)[mode_top]);
      str_cat(sTitle," vs. ");
      str_cat(sTitle,(tName.pstring)[mode_bottom]);
      video_window(NULL,NULL,0,sTitle);

		wait (1);
	}
}


But on certain lines of code (quite of a few) I had to use the lines such as:

pong_ball.pos_y which is the position of my pong ball bmp, but, whenever I try to run it, it says that pos_y is not a bitmap? So, what should I do in this situation to ask the position of the paddle, or pong ball, in that same way up there, without the script engine mistaking the pos_y as a BMAP but more as a position on the Y axis?

Thanks a ton! laugh