Published Sep 28th, 9/28/24 9:47 am
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I made Breakout in Minecraft with just redstone.
Information on how it works can be found on my YouTube channel (short explanation in this post).
Any feedback is appreciated a lot and questions are always welcome.
Map Content:
• Working redstone build
• Progression of me designing it
• Extra: "transparant build (as much glass as possible)
Video's:
• Trailer: https://youtu.be/3G0iUz6iXys
• English: https://youtu.be/Gac3LRkMrsY
• Dutch: https://youtu.be/8BTbJZT8mb8
Info:
• Paddle: 5 pixels wide. Uses a bunch of latches for the location, every time it needs to move it clears all the latches and moves the signal from before 1 to the side.
• Blocks: Again a latch. Detects if it needs to be turned off when 1 of the signals of the pixels on which it's located is turned on. It detects from where the ball came and sends a signal to the ball to flip the right coordinates, so it "bounces" off the blocks.
• Ball: Uses a coordinate system. Same system is used for moving the ball as moving the paddle. Ball can move in 3 different ways: Straight up, 45°, "more horizontal" (1x ; 1x 1y)
• Collision: For detecting if it hits the blocks is implemented in the blocks, explained before. For the paddle it checks if the y-coordinate of the ball is 3 (pixel above paddle) and if an x-coordinate of the paddle is the same as the x of the ball. For detecting in wich way it needs to move it checks on wich pixel of the paddle it lands. (x coordinate of block + 4 to the right = same amount off pixels of paddle. Subtract matching x-coordinates, count the rest, this number will tell the system wich way it needs to move in)
• Refresh: Isn't needed, but it looks way better with it. It's a bunch of latches, which hold the previous frame. When a new frame is needed the latches get cleared and the next set of pixels put in the latches.
• Extra info: Hope this was a bit understandable, the video explains it better, with visual explanation. I hope the video is a bit better at getting the information across :)
Information on how it works can be found on my YouTube channel (short explanation in this post).
Any feedback is appreciated a lot and questions are always welcome.
Map Content:
• Working redstone build
• Progression of me designing it
• Extra: "transparant build (as much glass as possible)
Video's:
• Trailer: https://youtu.be/3G0iUz6iXys
• English: https://youtu.be/Gac3LRkMrsY
• Dutch: https://youtu.be/8BTbJZT8mb8
Info:
• Paddle: 5 pixels wide. Uses a bunch of latches for the location, every time it needs to move it clears all the latches and moves the signal from before 1 to the side.
• Blocks: Again a latch. Detects if it needs to be turned off when 1 of the signals of the pixels on which it's located is turned on. It detects from where the ball came and sends a signal to the ball to flip the right coordinates, so it "bounces" off the blocks.
• Ball: Uses a coordinate system. Same system is used for moving the ball as moving the paddle. Ball can move in 3 different ways: Straight up, 45°, "more horizontal" (1x ; 1x 1y)
• Collision: For detecting if it hits the blocks is implemented in the blocks, explained before. For the paddle it checks if the y-coordinate of the ball is 3 (pixel above paddle) and if an x-coordinate of the paddle is the same as the x of the ball. For detecting in wich way it needs to move it checks on wich pixel of the paddle it lands. (x coordinate of block + 4 to the right = same amount off pixels of paddle. Subtract matching x-coordinates, count the rest, this number will tell the system wich way it needs to move in)
• Refresh: Isn't needed, but it looks way better with it. It's a bunch of latches, which hold the previous frame. When a new frame is needed the latches get cleared and the next set of pixels put in the latches.
• Extra info: Hope this was a bit understandable, the video explains it better, with visual explanation. I hope the video is a bit better at getting the information across :)
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