Bounce Java Game 128x160 -

void reset() x = 64; y = 140; dx = 2; dy = -3;

protected void keyPressed(int keyCode) int action = getGameAction(keyCode); if (action == LEFT) paddleX -= 6; if (action == RIGHT) paddleX += 6; // Keep paddle within screen if (paddleX < 0) paddleX = 0; if (paddleX > 128 - paddleWidth) paddleX = 128 - paddleWidth; 4. Paddle-Ball Collision Logic void checkPaddleCollision() if (ball.y + ball.radius >= paddleY && ball.y - ball.radius <= paddleY + paddleHeight && ball.x + ball.radius >= paddleX && ball.x - ball.radius <= paddleX + paddleWidth) // Reverse vertical direction ball.dy = -ball.dy; // Optional: add horizontal influence based on hit position int hitPos = ball.x - (paddleX + paddleWidth/2); ball.dx += hitPos / 8; // Limit speed if (ball.dx > 4) ball.dx = 4; if (ball.dx < -4) ball.dx = -4; bounce java game 128x160

boolean[][] bricks = new boolean[8][6]; // 16px per brick approx void initBricks() for (int row = 0; row < 6; row++) for (int col = 0; col < 8; col++) bricks[col][row] = true; void reset() x = 64; y = 140;

public GameCanvas() setFullScreenMode(true); void reset() x = 64

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class Ball int x, y; // position int dx, dy; // velocity int radius = 3; void update() x += dx; y += dy; // Wall bounces (accounting for radius) if (x - radius <= 0

void drawBricks(Graphics g) g.setColor(0x00FF00); for (int row = 0; row < 6; row++) for (int col = 0; col < 8; col++) if (bricks[col][row]) g.fillRect(col * 16, row * 8 + 20, 14, 6);

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