In this beginner tutorial you'll learn how to make Breakout game in HaxeFlixel from scratch!

HF Breakout 3 - Hitting Bricks

Posted March 20, 2021

The point of Breakout is to break stuff, so let’s put in some bricks to break! Welcome to part 3 of this series!

This content is currently in early access. Boss Patrons can unlock it immediately by logging in below!
This content will be publicly available on
March 27 2021
images/hitbricks.gif

That’s a bunch of the interactions done. But of course we need to let players control the paddle and hit the ball with it! We’ll be taking care of that in the next part. Be excellent to each other, and party on!

If you have any questions, comments or criticism, post them in the comments below or reach out to me on Twitter @ohsat_games!

Download the Project Files!

All patrons on Patreon get the complete source code for this tutorial, as well as other perks such as early access! And Patreon support also ensures that I can keep working on tutorials like this one. Become a Patron!
Just Want to Buy Me a Coffee?

Check out the rest of this tutorial series!

  • HF Breakout 1 - Anatomy of a Project
  • HF Breakout 2 - Balls and Walls
  • HF Breakout 3 - Hitting Bricks
  • Get Words in Your Inbox!

    Be oldschool and sign up for my newsletter to get updates! Just enter your email address, prove you're not part of Skynet and you're good to go!



    Powered by CleverReach. I will not send you spam or sell/give your email address to someone else.  You can of course unsubscribe at any time. By clicking the subscribe button above, you confirm that you have read and agreed to our privacy policy.

    By using the Disqus service you confirm that you have read and agreed to the privacy policy.

    comments powered by Disqus

    Related Posts

    HaxeFlixel Tutorial: Single Separation Collisions

    Collision detection (and handling) is one of the most fiddly things when it comes to creating games, at least in my experience. There seems to be no shortage of weird bugs and issues that can pop up throughout the entire dev cycle of a game (the weirdest one I’ve encountered so far is this one right here). It’s a good thing then that HaxeFlixel comes with several functions that can take care of it for you.
    Read More

    Hanging on Balloons

    One of the best things you can do for yourself in gamedev is to have good tools and an efficient workflow. I’ve already shown how I handle path movement in [Speer] in another post, now I want to show you another small trick I’m using to make level creation easier and quicker. Note: As always this article will show how I’ve implemented it in HaxeFlixel, as that is the framework I’m using.
    Read More

    Path Movement in Speer

    I’ve recently been asked about how I did the movement of some Sparkballs in [Speer], more specifically these ones: While the simple answer would be “Path movement, baby!” I thought I’d use the opportunity to go a bit more in depth and show you how I did it. Since [Speer] is powered by HaxeFlixel this is going to focus on that particular framework, although the general approach could easily be implemented in other engines and languages as well.
    Read More