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View Full Version : I made a start on Breakout



Michael Clease
25-02-2009, 02:14
Simple version of a classic, I will work on making it better once I've had some sleep.

Enjoy.

Status
25-Feb-09 V1.0 Basic game (some bugs)
26-Feb-09 V1.01 Added Time and scoring. Also every 30 seconds the play area reduces. some minor corrects to game play and stuff..
27-Feb-09 V1.02 improved timing hopefully. added a catch on Left mouse and release on right button with angles if mouse is moving.

Petr Schreiber
25-02-2009, 08:15
Hi Mike,

very nice, I did not survuved for long, must practise more :)

Lionheart008
25-02-2009, 18:28
hi michael:)

pretty nice thing! - I have test it some minutes before and it remember me the classic pong game I have seen the first time at grandmas tv ;) twenty years ago...

what feature you will include for the next releases?? I am curious to see it and like such simple games:) what about a score??? new for me: the ending *.tbasicx... very good! It's just cryptic to see the code !

bye, best regards, Lionheart

Michael Clease
27-02-2009, 01:11
Updated. look :eusadance:

Michael Hartlef
27-02-2009, 07:50
Nice one. Thanks for showing :)

Michael Clease
28-02-2009, 02:17
Some more minor updates but if the timing issues are sorted I will add some blocks like arkanoid to kill.

thanks

ErosOlmi
28-02-2009, 07:40
Ciao Michael,

I tested your script. Very nice. Here my testing issues:


when I resize the window nothing will be visible anymore
angle of the ball seems always by 45 degree. I remember when Simone developed Arkanoid like example one of the the problems was how to calculate correct angle after ball hit the paddle, the effect, the direction from which the ball was hit and the corresponding next angle. Not simple. I do not remember if Simone 100% solved this issue


Ciao
Eros

Petr Schreiber
28-02-2009, 09:40
Michael,

to keep the picture correct after resizing, while taking the comfort of keeping working with same resolution, just use TBGL_RenderMatrix2D(0, 479, 639, 0) or TBGL_RenderMatrix2D(0, 0, 639, 479) before rendering each frame.


Petr