MOBILE → DRAG ANYWHERE ON THE SCREEN TO SLIDE THE PADDLE
dy -0.00
spd 3.40
AWAITING LAUNCH…
Arcade system · HTML5 canvas 2D · 60 fps
A 400×600 playfield, an 8×4 cyan wall, one yellow ball at 3–4 px/frame. Thirty-two bricks, ten points each, three balls. Everything drawn with the Canvas API — no engines, no libraries.
◉ insert coin
MOBILE → DRAG ANYWHERE ON THE SCREEN TO SLIDE THE PADDLE
Four rules, one vector
The ball rests on the paddle at (200, 570). Tap, click or hit SPACE and it fires at a 45° vector —
dx 2 / dy −2.8, normalised then scaled to the live speed.
Mouse, arrow keys, A/D, or a finger drag. The 60×10 paddle rides y=580 inside a locked 0–340px track, so it can never leave the playfield.
Contact point decides the exit angle. Dead centre sends it straight up; the tips deflect up to 65°, and paddle motion adds a little english. The magnitude never changes.
Every brick is worth ten. Empty all 32 for the maximum 320. Drop three balls and the run is over —
the canvas draws the scorecard with a RESTART target you can click or tap.