Breakout is an arcade game where a paddle keeps a ball in play to clear bricks. It rewards quick tracking and steady aim, and each run invites a little more precision.
A breakout game with difficulty levels lets you choose how fast the action feels and how forgiving the paddle is. You move the paddle, the ball rebounds from edges, and bricks disappear when struck, so the screen opens up and your score climbs.
Pick easy for a wider paddle or hard for a faster ball, then steer clean angles off the paddle to sweep rows. Clearing every brick advances the stage and raises the pace, while hearts show remaining chances.
Near edge hits bend the return sharply, so line up early and stay centered when the ball drops low. Keep inputs consistent across plays to compare scores cleanly.
The playfield is a rectangular space measured in abstract world units. Game objects are simple geometric bodies: a circular ball and axis‑aligned rectangles for the paddle and bricks. Motion updates every animation frame and rebounds conserve speed while reversing the component that meets a boundary or surface.
Collision detection uses overlapping bounds. Two bodies intersect when their projections overlap on both axes, which turns contact into a clear yes or no without ambiguous grazing states. This keeps rebounds predictable and allows fine control of the return angle from paddle contact.
Progression is incremental. Each cleared layout advances the level, adds a brick row, and slightly increases vertical speed, so time to clear shrinks while decision pressure rises. Scoring awards 10 points per brick; lives decrease when the ball crosses the bottom boundary.
Comparisons across attempts are fair within a chosen difficulty because paddle width and initial ball speed are fixed per setting. The initial horizontal direction is chosen at random, which varies opening trajectories without affecting total difficulty.
Symbol | Meaning | Unit/Datatype | Source |
---|---|---|---|
Lower and upper bounds of object A on an axis | world unit | derived | |
Lower and upper bounds of object B on an axis | world unit | derived | |
Ball velocity components | world unit per frame | derived | |
Ball radius | world unit | constant |
x=0
, half‑width =0.75
. Ball center at x=0.3
, radius r=0.15
. Overlap on x holds because max(-0.75, 0.15)=0.15
is not greater than min(0.75, 0.45)=0.45
. With vertical overlap also true, contact occurs and the ball reflects upward.
Difficulty | Initial |vx| | Initial |vy| | Paddle width | Notes |
---|---|---|---|---|
Easy | 0.015 | 0.02 | 2.0 | Wider paddle favors recovery. |
Normal | 0.02 | 0.03 | 1.5 | Balanced baseline. |
Hard | 0.03 | 0.04 | 1.2 | Narrower paddle raises precision demands. |
Positions and velocities are floating‑point numbers in world units per frame. Updates run per animation frame; no special rounding rules apply beyond standard floating‑point behavior.
Input is from keyboard arrows and mouse movement, with optional pause and fullscreen toggles. Game state lives in memory only; there is no use of local or session storage and no server requests during play.
Each frame checks paddle contact and scans the remaining bricks for a hit, which is linear in the number of bricks. Visual effects are lightweight and bound to frame cadence.
Identical inputs produce the same rebounds once launched. The opening horizontal direction is randomized, so starts vary while difficulty stays consistent.
No data is transmitted or stored server‑side. Outcomes are purely random and have no monetary value.
The goal is to clear every brick by steering the ball with the paddle while keeping it in play.
Example: On Hard, a narrow paddle needs early positioning. Aim off‑center to add a touch of horizontal speed and sweep the last column.
Clear all bricks to complete the stage and push your score higher.
No. The game keeps state in memory only and does not write to local storage or send information to a server.
Nothing persists after a reload.Contacts use overlapping bounds on both axes. This is robust for arcade play, though extreme speeds and frame drops can reduce reliability.
Keep frame rate steady for best results.Arrows or mouse to move, Space or P to pause, and F to toggle fullscreen where supported.
Some devices restrict fullscreen prompts.Gameplay runs entirely in the device once loaded. If a network was required to load assets, play continues without additional requests.
Refreshing may require connectivity for external assets.A near edge strike still counts if bounds overlap on both axes. Expect a sharp angle and prepare for a quick follow‑up.
Practice reading approach angles.Play is provided as is for entertainment. No sign‑in, keys, or quotas are used during gameplay.
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