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# Input for block breaker game

By : Toni Wells
Date : September 15 2020, 06:00 PM
Any of those help Within FixedUpdate the transform values might differ from the ones of the Rigidbody values computed by Physics.
You should rather only use and update the Rigidbody component in FixedUpdate:
code :
``````//               |
//               V
rb.MovePosition(rb.position + Vector3.right * speed * Time.deltaTime * movement);
``````

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## Bubble Breaker Game Solver better than greedy?

By : imirak
Date : March 29 2020, 07:55 AM
this will help According to this paper, determining if you can empty the board (which is related to the problem you want to solve) is NP-Complete. That doesn't mean that you won't be able to find a good algorithm, it just means that you likely won't find an efficient one.

## brick breaker game ball bouncing

By : Semirke
Date : March 29 2020, 07:55 AM
To fix this issue This is more of a physics questions than a programming question, but here we go anyway.

## I'm making a brick breaker game and was wondering if there is a way I can put these bricks under one variable

By : JY K
Date : March 29 2020, 07:55 AM
this one helps. Simply use nested for loops to create list with all bricks.
I will use pygame.Rect() to keep position and size because I will use it to check collision.
code :
``````all_bricks = []

for y in range(65, 106, 20):
for x in range(0, 761, 40):
brick_rect = pygame.Rect(x, y, 40, 20)
all_bricks.append(brick_rect)
``````
``````for brick_rect in all_bricks:
pygame.draw.rect(screen, blue, brick_rect, 0)
``````
``````untouched_bricks = []

for brick_rect in all_bricks:
if not ball_rect.colliderect(brick_rect):
untouched_bricks.append(brick_rect)
#else:
#    print("Brick touched")

# keep only untouched bricks
all_bricks = unbreaked_bricks
``````

## Increasing the speed of a ball in a brick breaker game

By : Cliff Ray
Date : March 29 2020, 07:55 AM
like below fixes the issue Okay after a lot of research what I needed was to cap the length of the velocity vector, I got it using the Vector2.ClampMagnitude function :
code :
``````System.Random xForce = new System.Random();
Vector2 direction = new Vector2(xForce.Next((int)-speed, (int)speed), speed);
Vector2 cappedDirection = (Vector2.ClampMagnitude(direction, speed));
``````rigidBody.AddForce(rigidBody.velocity.normalized * speedUp, ForceMode2D.Impulse);