Brick-Breaker | A OpenGL C Mini Project of Brick Breaker
kandi X-RAY | Brick-Breaker Summary
kandi X-RAY | Brick-Breaker Summary
A OpenGL C++ Mini Project of Brick Breaker
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QUESTION
So I am creating a brick breaker game. I got the paddle moving using key listeners, however I got some advice to use key bindings instead. I've been reading and looking everywhere on this and I think I've kinda got the idea but the implementation is confusing me a bit.
For my paddle, I created it with the paint component. Hence this is what I want to be able to move left and right with the arrow keys. However, all the key bindings explanations I find seem to use JComponent which the paddle is not. Is there a way around it or will I have to make my paddle a JComponent image icon instead? If so would I just load the image into my Paddle class?
Also what's the best way of structuring my code to contain the key bindings? For instance am I better off creating a whole new class for it, or putting it in e.g. my GamePanel class
Any tips?
Here is some of my code so you can get an idea:
Main Class:
...ANSWER
Answered 2020-Dec-14 at 18:17You could register the key bindings with the GamePanel, or the frame content pane (both extend from JComponent). E.g.:
QUESTION
I'm making a brick breaker game and I'm stuck on getting the repaint() method working. I've used the debugger and it's not calling the paintComponent method. I am trying to get the paddle to move left or right when the left/right arrow keys are pressed. Hence I am trying to repaint the graphics, but have no luck in it working and can't figure out what I'm doing wrong.
My main class:
...ANSWER
Answered 2020-Dec-10 at 18:12After a little bite of debugging/testing I found out that in your main method:
QUESTION
I'm trying to build brick-breaker game, however, the paddle does not show up. Seems like this.position.x, this.position.y, this.width, this.height
is undefined..does anyone know why?? please help
ANSWER
Answered 2019-Nov-02 at 21:43The issue is that you're paddle position is not within the canvas size. Try adding this below the canvas variable definition canvas.width = window.innerWidth; canvas.height = window.innerHeight;
I tested it on my machine and it worked, so I hope this helps and if you need any clarification let me know!
QUESTION
So for background I am trying to make my first game, its basically a 3d brick-breaker style game. My questions are more design related any help would be greatly appreciated!
I have created a collection of basic cubes that form a larger shape parented these to an empty game object. Then I have a sphere/ball that can collide with the cubes and destroy the cubes it comes in contact with as expected.
Now, what I was hoping to do is under different situations have the ball do more damage ie. destory more cubes. I have tried increasing the size of the ball - this works to some degree but depends on the angle of impact. I have also tried instantiating another sphere at the point of impact to trigger more collisions. This doesnt appear to have must effect.
I am sure there must be an obvious answer to this. How do I increase the "impact" area of the ball/sphere ? Is there a way to have it keep moving in the same direction until it has destroyed a number of cubes?
I have all collider materials set with bounce of 1.
...ANSWER
Answered 2018-Dec-21 at 09:39Not sure about keeping the ball moving, but I have a solution for destroying multiple bricks at once. Since all spheres have a collider, you could use an OverlapSphere. This checks for all colliders in a sphere of certain radius.
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