BREAK//OUT

8 × 4 lattice · 32 blocks · 320 max

60 fps READY

Operator's Manual

Input map & collision model

← / →A DSPACE = LAUNCH P = PAUSER = RESTARTM = MUTE DRAG = PADDLETAP = LAUNCH
Paddle
Hit offset maps to a ±60° exit angle, so edge contact throws the ball wide instead of straight back.
Blocks
AABB test, one resolution per frame — the deepest-penetrating block wins, so the ball never tunnels two rows at once.
Speed
Magnitude locked at 3.44 px/frame. Bounces redirect; they never accelerate.
Escape
Exit velocity is floored vertically to stop the ball grinding horizontally forever.

System Log

Live telemetry