Brick Breaker Game
LiveA modern Brick Breaker game built with HTML5 Canvas, featuring mouse controls, multiple levels, and leaderboard system.
How to Play
- 1Move your mouse to control the paddle
- 2Keep the ball in play by bouncing it off your paddle
- 3Break all bricks to advance to the next level
- 4You have 3 lives - don't let the ball fall off the bottom!
Controls
Tips
- •Hit the ball with different parts of the paddle to control its angle
- •Try to hit the sides and corners of the paddle for sharper angles
- •Plan your shots to clear multiple bricks efficiently
- •Ball speed increases with each level - stay focused!
What I Learned Building This
This was my most ambitious project yet — combining everything I learned from the clicking game and snake game, plus new challenges around physics and multi-object collision detection.
Technical Concepts Mastered
- Physics Simulation — Ball velocity, angle reflection, and momentum transfer
- Multi-Object Collision Detection — Checking ball against paddle, walls, AND every brick each frame
- Level System Architecture — Generating brick layouts, tracking progress, increasing difficulty
- Lives & Game State — Managing multiple game states (playing, paused, game over, level complete)
- Mouse Input Tracking — Smooth paddle movement following cursor position
The Hardest Part
Getting the ball to bounce correctly off the paddle at different angles. I learned that where the ball hits the paddle should affect its trajectory — hitting the edge sends it at a sharper angle than hitting the center. This made the game feel much more skill-based and satisfying.
Architecture Insights
Unlike the simpler games, Brick Breaker needed proper separation:
- Game state object — Tracking ball, paddle, bricks, score, lives, level
- Update function — Moving objects, checking collisions each frame
- Render function — Drawing everything to canvas
- Event handlers — Mouse movement, clicks, state transitions
This taught me how real games are structured.
Key Takeaway
Complex projects are not built in one go — they are layered. I started with just a ball bouncing, then added a paddle, then bricks, then scoring, then levels. Each layer built on the last. AI helped me at each step, but understanding the layers was my job.