Perhaps instead of having the paddle go around the screen you could implement symetrical paddles at the top and bottom might be better to only have top and bottom breakable but you could alternatively have 4 paddles, the side two are controlled together by up and down arrows while the top and bottom are controlled by left and right arrow keys.
Right now if the ball is coming near a corner it is impossible to stop the ball on both hits.
a different way to improve the game might be by having horizontal momentum being converted to vertical momentum at the corners. Something like. with right arrow always representing counterclockwise motion and left arrow always representing clockwise motion If (position.x >= edge1.x && velocity.x > 0): velocity.y = - velocity.x velocity.x = 0 position.x = edge1.x
Lastly you can still have momentum with instant switching directions.
on left arrow key: If velocity.x > 0: velocity.x = -10 else velocity.x = velocity.x - (acceleration * delta)
delta representing the time since last frame, if your not already using it frame time helps keep movement speeds the same regardless of frame rate
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Perhaps instead of having the paddle go around the screen you could implement symetrical paddles at the top and bottom
might be better to only have top and bottom breakable but you could alternatively have 4 paddles, the side two are controlled together by up and down arrows while the top and bottom are controlled by left and right arrow keys.
Right now if the ball is coming near a corner it is impossible to stop the ball on both hits.
a different way to improve the game might be by having horizontal momentum being converted to vertical momentum at the corners.
Something like. with right arrow always representing counterclockwise motion and left arrow always representing clockwise motion
If (position.x >= edge1.x && velocity.x > 0):
velocity.y = - velocity.x
velocity.x = 0
position.x = edge1.x
Lastly you can still have momentum with instant switching directions.
on left arrow key:
If velocity.x > 0:
velocity.x = -10
else
velocity.x = velocity.x - (acceleration * delta)
delta representing the time since last frame, if your not already using it frame time helps keep movement speeds the same regardless of frame rate