Breakout clone - BETA

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>Scrolling backgrounds, starfields.

If you mean like dynamic backgrounds, thats possible, actually very easy, as easy as swaping the current background image for a animated one then doing that.

And a starfield was my original idea, but I never got to it. Does anyone have any code you would share for a active starfield ?

>Shrapnel when a brick breaks

I was actually doing a explosion image with glass shrapnel in photoshop, but i held myself back.

One thing i hate with programming is timing stuff, I think i need to build a type to handle animating stuff to make my life easyer.

Infact, speaking of timing, i'm getting frusturated trying to get a hover noise to play ONCE per session of hovering over an image.

maybe someone could help?:

		While fry_PollEvent()
		
			Select fry_EventID()
				Case fry_EVENT_GADGETSELECT
					Select fry_EventSourceName()
						Case "play"
							MainMenu = False
							ResetGame()
					End Select
'.............................................................
'.............................................................
' SECTION OF  INTEREST
				Case fry_EVENT_MOUSEOVER
					Select fry_EventSourceName()
						Case "play"'play button id, just a test before i add more
							If freshhover
								PlaySound click
							End If
					End Select
					
			End Select
			
			If fry_EventID() <> fry_EVENT_MOUSEOVER
				freshhover = True
			Else
				freshhover = False
			End If
'...............................................
'...............................................
'END SECTION OF INTEREST			
			
		Wend


>Multiple balls.

Very real possibility

>Level editor.

Gah, would be a waste of time to be honest.. creating a level is this easy for me:

Rem
FORMAT INFO::::


w = 7
h = 6

0 = no brick in this grid
1 = blue level 1 brick
2 = green level 2 brick
3 = purple level 3 brick
4 = black level 4 brick

SAMPLES::::

#Level1
DefData 1,2,3,4,1,2,1
DefData 4,0,4,0,4,0,2
DefData 4,0,4,0,4,0,2
DefData 4,4,4,0,3,2,2
DefData 2,0,0,0,0,0,2
DefData 2,0,0,0,0,0,2

#Level2
DefData 0,0,0,0,0,0,0
DefData 0,0,0,0,0,0,0
DefData 0,0,0,0,0,0,0
DefData 0,0,0,0,0,0,0
DefData 0,0,0,0,0,0,0
DefData 0,0,0,0,0,0,0

End Rem