BREAKOUT
Thirty-two bricks. Three lives. One sixty-pixel slab of paddle standing between you and the void.
- GRID
- 8 × 4
- MAX
- 320
- PX/FRAME
- 3.44
OPERATOR'S MANUAL
Four rulings that decide every run.
- 01
Contact point is the steering wheel
Hit the paddle dead-centre and the ball returns nearly vertical. Clip the tip and it leaves at up to 60°, with a little of the paddle's own momentum transferred in.
- 02
Shallow angles get nudged
Whenever a bounce leaves the ball travelling too flat — under 25% vertical — the vertical component is boosted and re-normalised. No eternal horizontal ping-pong.
- 03
One brick per frame, the closest one
Overlapping bricks are resolved by least penetration depth, then the ball is ejected past the face it struck. Velocity magnitude is preserved, never doubled.
- 04
The walls are part of the plan
Paddle travel is clamped to 0–340px, so its full width stays on the field — including against the side walls where a desperate save is still possible.
TECH SHEET
- Canvas
- 400 × 600
- Brick cell
- 50 × 20
- Brick count
- 8 × 4 = 32
- Paddle
- 60 × 10 @ y580
- Ball radius
- 3
- Launch vector
- (2, −2.8) → 3.44
- Speed window
- 3.44 – 4.00
- Simulation
- fixed 1/60 s
- Target
- 320 points