If you weren't around for the last couple days, Emblis has donated an InputManager class for us to use (thanks Emblis!), and I've made some decent progress on creating a BrickArray class for us that stores a group of 50 bricks with the appropriate variety of attributes for a Breakout clone. For collision detection testing, I've also created the 'Ball' object. For the time being the ball actually just bounces around the screen on it's own, randomly clearing the 'Bricks'. I made a short video of the whole thing in action, which can be viewed at:
After watching that for a bit while testing, I've adjusted both the size and the speed of the ball somewhat since they seemed to be a little off. Still having some quirks here and there with adjusting the angle after the ball has collided with a brick so I'm going to hold off on posting that code for the moment. Enough of the code has actually be completed that we should really focus on the set of 'extras' that we're going to include with the game. This would be the final set of Brick 'types' and power-up items. Since we are now under an official deadline (10.18.2013) we need to limit this to perhaps 5 brick types and 5 power-up items so we have enough time to get things completed. Below is the list we've compiled so far, as much as I can recall and find in the posts. I'm opening this to debate and revision until 09.27.2013 which is next Friday, one week into coding.
Brick types: Indestructible //(never breaks) Explosive //(destroys other nearby bricks) Multi-hit //(has to be hit 3x before breaking) DripsAcid //(drips acid until destroyed. Acid can corrode the ball [player loses turn] or the paddle [paddle grows shorter]) Drops a power-up //(drops an item which grants a special ability should the player 'catch' it with the paddle) Power-ups: Bonus Points //(Player gets bonus points if they catch the power-up dropped from the brick) Balls of Steel //(Ball doesnt bounce off the bricks, instead it continues on its path taking out whatever happens to be in its way until it reaches the screen boundary) Sticky Fingers //(Ball sticks to the paddle, allowing the user to reposition the shot before it is fired) Extra Balls //(The player gets an extra ball, thanks RB!) Speedy Balls //(Ball speed increases for a short duration) Turtle Lover //(Ball speed decreases for a short duration) Extendz //(Paddle becomes wider) Frosty Pool //(Paddle becomes shorter) Bizarro World //(Control direction of the paddle reverses. If the player moves the mouse right, the paddle goes left. If the player moves the mouse left, the paddle goes right.) Drunken Love //(Paddle controls become difficult such as the paddle not coming to a complete stop, taking more effort to move, etc, like being drunk) Disappearing Balls //(The ball randomly becomes invisible for short times)
OK, whew, that's actually quite the list. For the time being, Im leaning towards the first 5 of the power-ups, the brick types are about right, and I want to stick with the single ball instead of the multiball version. Multiball should theoretically be somewhat easy to set up because it would be just like the brick array and if thats a fork you would like to add on BitBucket, feel free.
So, if anyone has anything they would like to add feel free to contribute, and happy coding!