Your first game, chapter by chapter
You're going to build a complete brick-breaker: paddle, ball, wall, score, and that grainy nineties-console look. All of it happens on this page — nothing to install, and no need to have written code before.
This is what you'll have at the end. Move with ← →
The chapters
- 01The screenBoot the engine and stare at a coloured rectangle. Less boring than it sounds.
- 02The paddleYour first object on screen, and why the coordinates run the opposite way to the ones you learned at school.
- 03Make it moveThe game loop, and the one number that separates a game that works from one that runs twice as fast on your friend's laptop.
- 04Take controlKeyboard input, and the one-line detail that stops the paddle escaping off the edge.
- 05The ballVelocity on two axes, bouncing, and why the angle you leave at depends on where you hit it.
- 06The wallForty bricks from a loop inside a loop, and the moment the game stops fitting in one file.
- 07Break themRemoving an object from the game, and why the engine waits until the end of the frame to do it.
- 08Score and livesText on screen with a bitmap font, and the two lines that turn this into a match you can win or lose.
- 09Make it 1997One line of code that runs a filter over the whole screen and turns your rectangles into a 16-bit console.