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Category Logic Games
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Level 1
Lives 3
Combo 0
Best 0
3D Ball Breaker
Break bricks across depth layers
Mouse / Touch: Move paddle Space: Launch ball P: Pause A/D or ←/→: Keyboard paddle
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About

Standard 2D breakout clones ignore the spatial dimension that makes brick destruction satisfying. This implementation renders a brick field across multiple z-depth layers using real perspective projection: screen coordinates are computed as xscreen = (x cx) fz + f + cx, where f is the focal length and cx is the viewport center. Ball physics use Euler integration with reflection vectors calculated from surface normals at collision points. Paddle contact angle determines the outgoing trajectory via θ = lerp(−60°, 60°, hitRatio), giving the player directional control. Front-layer bricks must be cleared before deeper layers become reachable. Miscalculating angle control at higher levels, where ball speed scales by 1.08level, results in rapid life loss.

The engine handles multi-ball splits, fireball penetration, and paddle width modifiers as real physics state changes rather than visual tricks. Particle explosions on brick destruction use the same 3D projection pipeline. Combo multipliers reward consecutive hits without paddle contact. Note: collision detection uses axis-aligned bounding boxes projected to 2D, which can produce occasional edge-case misses on bricks at extreme depth parallax. Pro tip: aim for the corners of the brick field where ricochet geometry maximizes chain reactions across depth layers.

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Reference Data

LevelDepth LayersBall SpeedBrick RowsBrick HealthPower-up ChancePoints per BrickCombo Bonus
124.0 px/frame41 hit20%10×1.0
224.3 px/frame5118%15×1.1
334.6 px/frame51-216%20×1.2
435.0 px/frame61-215%25×1.3
535.4 px/frame61-314%30×1.4
645.8 px/frame72-312%40×1.5
746.3 px/frame72-310%50×1.6
846.8 px/frame82-410%60×1.7
957.3 px/frame83-48%75×1.8
1058.0 px/frame93-56%100×2.0
Power-Up Reference
Multi-BallSplits into 3 ballsDuration: until lostBlue glow
Wide Paddle1.5× width12 secGreen glow
FireballPenetrates bricks8 secOrange glow
Slow Ball0.6× speed10 secPurple glow
Extra Life+1 lifeInstantRed glow

Frequently Asked Questions

Collision detection operates in 2D screen space after projection. Bricks at greater z-depth appear smaller on screen, making them harder to hit. Their projected bounding boxes shrink proportionally by the factor f / (z + f). At z = 200 with f = 400, a brick appears at 66% of its front-layer size. This is intentional difficulty scaling, not a rendering artifact.
The engine uses discrete collision detection (checking overlap each frame). At high speeds, the ball can tunnel through thin edges between frames. This occurs when ball displacement per frame exceeds the brick's projected width. The engine mitigates this with sub-step collision checks at speeds above 8 px/frame, but at extreme levels edge cases remain. Aim for center hits on deep-layer bricks.
Each brick has a z-coordinate representing its depth layer. The ball's collision is only checked against the frontmost active brick in each column. Once a front brick is destroyed, the brick behind it (higher z-value) becomes the new collision target. You cannot skip layers. This creates a strategic excavation mechanic where clearing specific columns opens paths to high-value deep bricks.
Each ball instance maintains its own combo counter. A combo increments when the ball hits bricks consecutively without touching the paddle. Multi-ball power-up creates 3 independent balls, each with their own combo tracker. The score formula is basePoints × (1 + 0.1 × comboCount). A 10-hit combo yields a 2× multiplier. Fireball combos stack especially fast since the ball penetrates without reflection, allowing 20+ combos.
The paddle uses a linear mapping. The hit position is normalized to a 0-1 range across the paddle width. This maps to an angle range of −60° to +60° from vertical. The extreme edges produce sharp angles that are harder to control but essential for reaching side columns. The center 20% of the paddle produces near-vertical returns (−12° to +12°), making it the safe zone for controlled play.
When a brick is destroyed, a random roll against the level's power-up chance determines if a drop occurs. If triggered, the type is selected with weighted probability: Multi-Ball 25%, Wide Paddle 25%, Fireball 20%, Slow Ball 20%, Extra Life 10%. Power-up capsules fall at a constant 2 px/frame and must be caught by the paddle. Only one timed power-up can be active at once (new pickup replaces the old). Extra Life and Multi-Ball are instant and stack.