Brickles Pro is an all-new game based on the ball and paddle game called Brickles, which was first offered in 1985, shortly after the introduction of the first Macintosh.
(A Processing game)
We are making a new edition of this game: Black Hole Master.
Brickles3000 is an updated version of the well-known ball and paddle game. Brickoids x for os x Breakout arcade game mac os x 10.1.2 or greater It works in mac os. I used the Adjust Size. Function in the Preview app on Mac OS X. Left and right paddle. Used to hit the ball- Paddles local pLeft local pRight. Bricks of Camelot doesn’t reinvent the wheel, but it does offer an entertaining and challenging take on the brick-bashing genre. It’s definitely worth checking out. Apple Mac OS Classic 1. Added mouse support for Player 2 - One more colour added to ball, paddle, and table. Get latest updates about Open Source Projects.
This game is a light-hearted remake of the old classic, except with a cosmic twist!The original game of Ponginvolved each player controlling a paddle which they woulduse to bounce a ball back to their opponent, in the hope they would miss. Each timethe ball touched the opponent's side of the screen, the player would win a point.
Inthis remake, each player now controls a black hole! The objective; to position theirblack hole on their side of the screen and utilise its gravitational potential tofling an approaching star back. Whoever lets a star slip past loses!
If you want to know more about how we are using large laser interferometers to look forastronomical signals from black holes, have a look at our Ebook ongraviatational wave detection!
This program is provided as a stand-alone application (not as an applet that runsin a browser). To run this application please download the appropriate file, unzip it andstart the executable in the BlackHolePong folder. You must have a 32bit version of Java installedfor the application to work. The game has been tested only on Mac OS 10.5, 10.6and Windows XP. A Linux version might be added later.
- BlackHolePong_OSX.zip: binary for Mac OS (23 MB)
- BlackHolePong_Windows.zip: binary for Windows (22 MB)
The video below shows a short trailer of the game. For more games, see also ourSpace Time Quest.
When you have played the game we would like to get some feedback from you. Maybe youcan spend 2 minutes to answer this very short questionnaire? Thanks a lot!
Unlike the original Pong where each player was limited to moving their paddle in one dimension,each player can now position their black hole anywhere on their side of the screen.Each black hole has a truncated inverse square law force, allowing the player toinfluence the trajectory of an incoming star and (hopefully) sling-shot it back towardstheir opponent. A player scores a goal whenever the star escapes through the back of theiropponent's side of the screen. Plant puzzle game mac os. After eachgoal the game resets and a new star appears in the middle of the screen.
ControlsThe game is for two players only, in other words, you cannot play against the computer(yet).Each player can control the position of his/her black hole within his/her side of thescreen. The range of the gravitational force of each black hole can be increasedtemporarily (by pressing the correct button). At a later stage in the game each playerwill be equipped with three 'worm holes'; these exhibit completly fictionalbehaviour, but should be fun. Try them out!
To control the black hole you can use Xbox controllers connectedby USB, a normal mouse (in the Mac OS version) or the keyboard:
Xbox controller:- the left hand stick controls the position of the black hole
- the upper left button increases the range of the gravitational potential
- hold down the right hand shoulder button for a while to initiate a worm hole
- the mouse position controls the position of the black hole
- the left button increases the range of the gravitational potential
- press the right button for a while to initiate a worm hole
- one player uses the arrow keys to move the black hole, ENTER for increasingthe gravitational range and BACKSPACE to activate the worm hole
- the second player uses A,S,D and W to move the black hole, TAB for increasingthe gravitational range and '1' to activate the worm hole
![Doely Ball(paddle) Mac OS Doely Ball(paddle) Mac OS](https://paddle.com/assets/images/product-videos/checkout-process.gif)
![Doely Ball(paddle) Mac OS Doely Ball(paddle) Mac OS](https://steamcdn-a.akamaihd.net/steam/apps/922400/ss_446266a7fe26223dc6ca505da3495bb78b6f98f1.1920x1080.jpg?t=1543356630)
The boundaries of the screen which do not act as goals have an infinite potentialwall along with a small damping factor. This contains the star in the screen (aswith the original game of Pong) but also decreases the speed of the star by a smallfraction each time it bounces off a wall, ensuring the game does not get too out ofhand!
Unlike the original which utilises the intuitive nature of elastic collisionsbetween a ball and paddle, this game requires understanding of how gravitationalpotentials behave. Each black hole has an attractive force on the star which decayswith seperation distance according to an inverse square law. This is similar to how astar would be affected, at a distance, by the gravitational field of an object muchmore massive than itself.The game helps people to understand the concepts of orbital mechanics; in order tofling a star back, try to position the black hole so that the star passes just offcentre. The closer the star and black hole pass each other, the stronger the forceand the greater the deflection. If the distance of closest approach is increasedthe deflection will appear more and more gentle until hardly noticeable. These areall examples of stars with escape velocities, producing hyperbolic orbits.It is also possible to capture stars by approaching them from behind. This causes the starto decelerate to the point at which it is travelling below escape velocity, entering a bound, elliptical,orbit around the black hole. Timing is essential when removing the black hole from the orbit oryou may just hurl the star towards your goal!
One may also notice a distortion of the background image around the black holes,this is actually a realistic phenomenon called Gravitational Lensing! The intensestrength of the gravitational field of a black hole is sufficient to bend light aroundit, in a similar manner to a lens. This allows an observer to view what is behind ablack hole as it appears as a strectched image around its edge!
The game has been a great success during the exhibitionLooking for Black Holes with Lasersat British Science Festival in Birmingham, see some example photos below.
The game was started during my summer project at theGravitational Wave Group Birmingham, UK and then completed later by Andreas Freise.See also our other Processing examples.
The game we will be building is inspired by Breakout. There are major differences. The blocks move realistically and the player competes opposite side of the computer to smash the most blocks. Certain blocks give more points then others and hitting the walls or the other player’s ball gives a point the other side.
The entire project can be found on GitHub and a playable version is hosted on Lettier.com. If for any reason the hosted version is down, you can clone the repository,
cd
into dist
, and open index.html
in your browser.Dooley Ball Paddle Mac Os Pro
If you find the game enjoyable, feel free to the project on GitHub.
Dependencies
To get started, will we need to acquire our needed dependencies:
- PhysicsJS - Models the world gravity and all of the objects’ mass, velocity, surface friction, and collisions inside the game universe
- FunctionalJS - Useful for mapping, reducing, and filtering objects as well as currying, composing, and creating anonymous functions
- EaselJS - Renders all of the onscreen elements to our canvas
- PubSubJS - Provides asynchronous message passing between the components
We will also need NVM. Make sure to install a version of Node
>= v4.0.0
.Components
Dubul Rubul consists of multiple components that handle the various functionalities of the game.
application.js
- All of the initialization, update, and reset logicball.js
- The ball model keeping track of the physics, dimensions, and the colorblock.js
- Similar to the ball model but for the blocks onscreencanvas.js
- All of the draw and physics logic governing over theCanvasElement
s onscreencanvasElement.js
- The parent model whichBall
,Block
, andPaddle
inherit fromcomputerPaddleControls.js
- The logic controlling the computer’s paddle seen to the leftinit.js
- Creates a newApplication
and hides the title screenpaddle.js
- The paddle model keeping track of the paddle’s physics, shape, and colorpaddleControls.js
- The parent object toComputerPaddleControls
andPlayerPaddleControls
playerPaddleControls.js
- The logic monitoring the player’s input and updating their onscreen paddlereferee.js
- Handles the business logic of what actions receive what pointsscoreBoard.js
- Updates and resets the onscreen scores displayed at the top of the screenupdate.js
- The main game looputil.js
- Various helper methods DRY-ing up the code base
Game Arena
We will place two document divisions at the top of the screen to display the computer’s and player’s scores. The other parts of the arena are the two canvases. The first canvas is used to render/draw/view the physics calculations. This is useful for debugging but is not normally shown. The second canvas displays all of the
canvasElement
s or the game’s entities. Upon initialization, the canvases are re-sized to fit the entire screen. If the window is ever re-sized, the game arena’s size is updated to match.The physics canvas.
Canvas Elements
The game consists of three models: the ball, the block, and the paddle. To avoid duplication of common properties, they all inherit from the CanvasElement object.
Ball
The ball has two constants:
HEIGHT
and WIDTH
. It has a x
and y
2D position in pixels and a rotation in radians. Since the ball is uniform in shape and color, the rotation cannot be seen unless the physics are drawn.Block
The block is similar to the ball but defines logic around prizes. Prizes are blocks that are colored corresponding to either the left or right side. If one side smashes a prize block with its color, it gets extra points. If another side smashes a prize block for the opposite side, the opposite gets the extra points. The goal for the player is to avoid the computer’s prize blocks, hit its own prize blocks, and hit as many neutral gray blocks as they can.
Paddle
The paddles are used to hit the ball back and forth across the arena. They can spin, helping to aim or deflect the ball where the player or computer would like them to go. To spin them, the player moves their mouse over the screen from left to right.
Initialization
Everything starts with the init function which is called once the player presses the start button. This creates a new application and calls its
init
function. Once the application initializes, it hides the title overlay.The application initialization setups all of the game components. It creates the canvas, paddles, balls, and blocks. For each object created, it calls the object’s
init
function.The dynamic block grid.
The blocks are dynamically created. They stretch from the top to bottom of the screen and take up about 15% of the center screen real estate. Once they are hit by the balls, the blocks topple over.
With all of the objects setup, the application wires up all of the asynchronous events and
PubSubJS
messages. When another object publishes the game over message, it calls the reset
function. The major events it listens for are resize
and keyup
.The Game Loop
The game loop is repeatedly called until a round is over. It is responsible for getting the graphics and physics to update with each new requested animation frame.
We would like the game animation to play at roughly the same speed no matter what hardware the game is running on. We’ll use Time-based Animation to keep the animation fairly consistent across different machines. To do this, we calculate how long it took to get back to updating the game loop. By passing this
delta
scalar into canvas.update
, any position or rotation update can be scaled by how long it took since delta
was last calculated.If it is taking no time at all to get back to the
update
function, the changes in position or rotation will be small. However, if it is taking forever to call update
again and again, each change will be scaled up immensely. Another way to think about it is a flip book. Picture two flip books where each is an animation of a person running from the left to the right. For the fast flippers, you would give them the flip book with more pages where for each page, the person is updated ever so slightly. For the slow flippers, you would give them the flip book with less pages where each page updates the person at a greater clip. The fast flippers have more pages to get through while the slow flippers have less. If both start at the same time, the animated person running between the two flip books will match.The two flip books.
The Canvas
The
Canvas
object has two main concerns. The first is abstracting the adding, updating, and removal of the game objects for both EaselJS
and PhysicsJS
. The second major concern is keeping the Stage and world objects in sync.For every iteration of update, the
Canvas
performs three steps. Some canvasElement
s are not fully controlled by the physics simulation. Viridik mac os. For these objects, their x-y coordinates and/or rotation are updated via their world
body
object. After updating the physics simulation, the world
is allowed to advanced one step. This updates all of the physical bodies allowing us to update all of the Stage
objects ultimately resulting in the animation you see in the game. With everything updated, we can begin the render process that draws the shapes on the screen.The other
Canvas
concerns are listening for and publishing certain events. These events are consumed or broadcast using PubSubJS
. The events listened for are to update the paddles or blocks and to shake the canvas. When received, the HTML canvas is moved up and down every so slightly to give the illusion of the game arena being rattled. The broadcast messages are for the various types of collisions. These will be consumed by the Referee
which in turn will determine the computer’s or player’s score update.Paddle Controls
The paddle controls allow the player and computer to move their paddle up or down and to rotate it in place.
Dooley Ball Paddle Mac Os Download
Computer
This is where we define the AI for the computer paddle. For now the logic is extremely basic–it merely follows the player’s ball. In a later post, we will revisit with a machine learning approach.
Player
The player can rotate their paddle by moving their mouse from side to side. Moving the mouse up or down will also move their paddle up or down.
Scoring
Most games have some scoring mechanism and Dubul Rubul is no different.
Scoreboard
The
Scoreboard
object maintains both the green and blue div bars at the top of the screen as well as the player’s and computer’s onscreen score counts. Typically the Referee
will publish a updateScore
message which will be consumed by the Scoreboard
object. Once it receives this message, it updates either the computer’s or player’s current score.Referee
The
Referee
object handles most of the Business Logic or gameplay mechanics. It listens for the noMoreBlocks message. Once received, it will publish the gameOver
message. This gameOver
message will be picked up by the Application
object, resetting the game.The blockBallHit collision, published by the
Canvas
object, translates into a point scheme. When the player loses points to the computer, the Referee
publishes the shakeCanvas
message. This provides a visual cue to the player that they are missing out on points.The computer or player can lose points to the opposite side if they touch the other side’s ball with their own paddle. If the ball touches the bounding box, the opposite side earns a point.
Dooley Ball Paddle Mac Os X
Baked:magic demo mac os. Using functional programming, a HTML5 canvas, a physics simulation, and a publish subscribe message model, we built Dubul Rubul–a video game playable in any modern browser. In future posts we will revisit the computer paddle’s AI and look at adding sound effects for added immersion.