Update 2


In this update, I have switched using background tiles for the Player and Ball to using the Sprites on the SNES. Now the movement of the ball and bat are more fluid and inline with that we expect from a classic bat and ball game. I am using a Fixed Point number system to achieve the fractional movement of the ball and the bat. Fixed point is a way to simulate floating point by using integer numbers, in my case i am multiplying and dividing by 16, using (Val>>4) and (Val<<4) bitshifting C math's operators. This gives me 0.5, 0.25, 0.125 & 0.0625 as my fractional parts to work with, which is 1/2, 1/4, 1/8 and 1/16 of a pixel movement. The sprite positions need to be converted to Goomba Tile Positions now, which is a little off, so my next update will be to change Goomba collisions to rectangles in Rectangle lists, to give better collision detection. I have also added PowerUp blocks, they don't do anything yet, but my next step is to have them add new balls, grow the players bat, and grow the ball and maybe some more power ups, like a border behind the player to stop the ball leaving the playfield for a set amount of time.

Files

GBOv3.sfc 256 kB
Jul 06, 2024
GBOv3.html Play in browser
Jul 06, 2024

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