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.
Build Log
Canvas setup and basic rendering
Got the HTML5 Canvas wired up with a game loop. Drew the paddle, ball, and a single row of bricks to prove the rendering pipeline worked.
Ball physics and collision detection
Implemented ball-wall and ball-paddle bouncing. Spent most of the time tuning the angle reflection off different parts of the paddle.
Brick grid and hit detection
Expanded to a full brick grid with per-brick collision. First pass had tunneling bugs at high speed — added a sweep check to fix it.
Lives, levels, and scoring
Added a life counter, level progression with faster ball speed, and a score display. The game finally felt like a real game at this point.
Leaderboard and polish
Wired up localStorage for high-score persistence. Added visual polish — color-coded brick rows, game-over screen, and a start overlay.