6 years ago
As the title can maybe explain it, it's a Breakout for the META ;)
Last change:
All suggestions, propositions of code optimizing, code part to do it better, perfect the display low the blink, ... are welcome
NEW 6 years ago
Update of the version:
NEW 6 years ago
I just tried it, and i was positively surprised that it seems like the hitbox of the paddle is more like that of a dome, what it should be (as you get different angles throughout the game then) which is great!
I personally found the flashing on the display a tad annoying every time thje ball hit something.
Are you planning on adding powerups or thelike?
NEW 6 years ago
Hi Sorunome. nope at the moment i didn't thought about that. But yes, it's a good idea, and i have probably to do it.
I need help to have correct bounds on bricks, because sometimes, it's make not at all a logical.
I can remove the flashing lights on sides or bricks. Did you let some flashing lights ? Maybe at start and then ball go out ?
So the first thing i would is to have good physical (for paddle and sides, it's good for me) for bricks
After i'll had a line to show the sides (it's better to show them i think) else i was asking me what could be better: make the paddle, the levels and the bricks more big and add scrolling or let them as they are).
In third i would add bricks data (color, number of hits or unbreakable, next brick to show after hit)
Forth, a system a levels (with maybe an editor to make them) as external data file.
At last, yes powers (positives and negatives: paddle larger, three balls,
NEW 6 years ago
@Sorunome if you know how to do it's could be cool that you give me a little example of writting data to a dat file and read the data from him (to make the levels dat file)
Others - Someone have try ? what's your opinion about lights and evol of the game ?
NEW 6 years ago
I have a problem to load an ray of level.
I would use:
int8_t level_brick[NB_LEVEL][ROWS * (COLUMNS + 1)]; // Array of data for the levels; last is the type of visual brick of bonuses level_brick[1][51] = { 4, 4, 4, 6, 6, 6, 4, 6, 4, 6, 6, 3, 6, 6, 6, 3, 6, 6, 3, 6, 20, 3, 17, 3, 17, 3, 12, 7, 3, 12, 2, 2, 7, 14, 7, 2, 7, 18, 2, 7, 9, 2, 9, 9, 9, 9, 2, 9, 2, 2, 7 } level_brick[2][51] = { 9, 9, 19, 7, 7, 6, 6, 6, 6, 6, 11, 7, 7, 11, 20, 6, 6, 6, 6, 6, 18, 7, 16, 7, 18, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7 } level_brick[3][51] = { 5, 10, 1, 7, 7, 7, 7, 1, 10, 5, 5, 10, 1, 16, 7, 7, 16, 1, 10, 5, 1, 10, 1, 7, 12, 12, 7, 1, 10, 1, 2, 10, 2, 2, 2, 2, 2, 2, 10, 2, 2, 10, 2, 2, 2, 2, 2, 2, 10, 2, 7 }
But i have errors due to my level of c but on internet i don't understand my error. Can you explain me how to do ?
NEW 6 years ago
you are missing semicolums after your array definitions. Also, you say it was a 2D-array but define as 1D. And you didn't specify a variable type
uint8_t arr[3][2] = { {0, 1}, {2, 3}, {4, 5}};
NEW 6 years ago
yes, the problem is i was not using it like i had. I have corrected with your example. Your little example is more clear for me than all pages on the web ...
I have corrected like that and it's works:
int8_t level_brick[NB_LEVEL][ROWS * COLUMNS + 1] = { { 4, 4, 4, 6, 6, 6, 4, 6, 4, 6, 6, 3, 6, 6, 6, 3, 6, 6, 3, 6, 20, 3, 17, 3, 17, 3, 12, 7, 3, 12, 2, 2, 7, 14, 7, 2, 7, 18, 2, 7, 9, 2, 9, 9, 9, 9, 2, 9, 2, 2, 7 }, { 9, 9, 19, 7, 7, 6, 6, 6, 6, 6, 11, 7, 7, 11, 20, 6, 6, 6, 6, 6, 18, 7, 16, 7, 18, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7 }, { 5, 10, 1, 7, 7, 7, 7, 1, 10, 5, 5, 10, 1, 16, 7, 7, 16, 1, 10, 5, 1, 10, 1, 7, 12, 12, 7, 1, 10, 1, 2, 10, 2, 2, 2, 2, 2, 2, 10, 2, 2, 10, 2, 2, 2, 2, 2, 2, 10, 2, 7 }};
Thanks Sorunome. Now this evening i'll be able to make 'levels' for this game and i hope to add soon bonuses ;) (I hve had const to activate or desactivte light blink and atm i have put them off. it's will maybe be a parameterin a menu later)
NEW 6 years ago
Last change:
In my minds:
I need help to perfect the system collision with bricks because the actual don't works very well.
All suggestions, propositions of code optimizing, code part to do it better are welcome
NEW 6 years ago
Last change:
In my minds:
I need help to perfect the system collision with bricks because the actual don't works very well.
All suggestions, propositions of code optimizing for that or for perfect display (avoid blinking) are welcome
NEW 6 years ago
Last change:
In my minds:
NEW 6 years ago
Last change: Add the 2 first bonus / malus: Life more or Less. Say me what you think about it ? Some change to do on speed, sounds, ... ?
I could reset bonus/malus when they fall and what we lost life. Do you think i should do it ?
In my minds:
NEW 6 years ago
Last changes: I have added the bonuses.
I don't think to change it anymore for the moment.
I hope that someone will propose a better bricks collision part of program because it's sucks at some moments (with unbreakable bricks mostly).
If you have any amelioration's idea or code optimisation, i'll take too.
=======================================
Derniers changement: J'ai ajout les bonus / malus
Je ne pense plus faire de changement sur ce jeu pour le moment
J'espère que quelqu'un pourra proposer une amélioration du bout de code concernant les collisions briques / balle par ce que c'est (selon moi) la seule partie qui pose réellement problème surtout avec les briques incassables mais bon si vous avez des idées d'améliorations ou des bouts de codes pour améliorer le jeu, je prends ;)
NEW 6 years ago
Could you please upload this somewhere as a single zip file? I don't know how to download from github.
NEW 6 years ago
No problem i can do than this evening if you need. Else, you can click on the green button (top right of the files part): "Clone or Download", it will ask you what to do and you'll choose the zip file. Please say me if you succed with this explain. If you don't i'll send a zip link.
Have fun ;)
NEW 6 years ago
An alternative Titlescreen.bmp quick done this evening but it's too quick. I should add pictures to smooth it. If you want try, use picture below