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.