feat: add 6 lua games for basic1 console
- Pong: 2-player paddle and ball game with spin mechanics - Flappy Bird: gravity physics, obstacle avoidance - Breakout: paddle control, brick grid, collision detection - Simon Says: sequence memory, animation timing - Memory Match: pair matching, flip animations, grid layout - Tetris: falling blocks, grid system, line clearing - Asteroids: vector math, rotation, projectiles, enemy spawning All games follow API conventions with state machines, touch input, frame-based animation, and persistent game.vars state management.
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games/lua_examples/breakout.lua
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221
games/lua_examples/breakout.lua
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-- NAME: Breakout
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-- DESC: Break bricks with bouncing ball and paddle
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-- Game states
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local STATE_MENU = 0
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local STATE_PLAYING = 1
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local STATE_GAME_OVER = 2
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local STATE_LEVEL_COMPLETE = 3
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-- Game constants
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local PADDLE_WIDTH = 40
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local PADDLE_HEIGHT = 6
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local BALL_RADIUS = 4
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local BRICK_WIDTH = 16
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local BRICK_HEIGHT = 6
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local BRICK_COLS = 16
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local BRICK_ROWS = 5
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local BRICK_START_Y = 20
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function init()
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game.vars.state = STATE_MENU
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game.vars.score = 0
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game.vars.lives = 3
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-- Paddle
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game.vars.paddle_x = (game.width() / 2) - (PADDLE_WIDTH / 2)
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-- Ball
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game.vars.ball_x = game.width() / 2
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game.vars.ball_y = game.height() - 30
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game.vars.ball_vel_x = 2
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game.vars.ball_vel_y = -3
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-- Bricks (true = exists, false = broken)
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game.vars.bricks = {}
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game.vars.bricks_remaining = 0
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-- Enable continuous updates
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game.set_frame_updates(true)
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print("Breakout initialized")
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end
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function update(event)
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local state = game.vars.state
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if state == STATE_MENU then
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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reset_game()
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game.vars.state = STATE_PLAYING
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return true
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end
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elseif state == STATE_PLAYING then
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-- Handle paddle input
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.TOUCH_MOVE then
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game.vars.paddle_x = math.max(0, math.min(game.width() - PADDLE_WIDTH, event.x - PADDLE_WIDTH / 2))
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end
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-- Update physics on frame tick
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if event.type == INPUT.FRAME_TICK then
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update_ball()
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check_brick_collisions()
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-- Check win
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if game.vars.bricks_remaining <= 0 then
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game.vars.state = STATE_LEVEL_COMPLETE
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end
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return true
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end
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elseif state == STATE_GAME_OVER then
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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game.vars.state = STATE_MENU
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return true
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end
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elseif state == STATE_LEVEL_COMPLETE then
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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game.vars.state = STATE_MENU
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return true
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end
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end
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return false
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end
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function draw()
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renderer.clear(false) -- Black background
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local state = game.vars.state
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if state == STATE_MENU then
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renderer.text(game.width() / 2 - 30, game.height() / 2 - 30, "BREAKOUT", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true)
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elseif state == STATE_PLAYING then
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-- Draw bricks
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for row = 1, BRICK_ROWS do
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for col = 1, BRICK_COLS do
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local idx = (row - 1) * BRICK_COLS + col
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if game.vars.bricks[idx] then
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local x = (col - 1) * BRICK_WIDTH
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local y = BRICK_START_Y + (row - 1) * BRICK_HEIGHT
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renderer.rect(x, y, BRICK_WIDTH, BRICK_HEIGHT, true, true)
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end
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end
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end
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-- Draw paddle
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renderer.rect(game.vars.paddle_x, game.height() - PADDLE_HEIGHT - 2, PADDLE_WIDTH, PADDLE_HEIGHT, true, true)
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-- Draw ball
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renderer.circle(game.vars.ball_x, game.vars.ball_y, BALL_RADIUS, true, true)
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-- Draw score and lives
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renderer.text(5, 5, "Score: " .. tostring(game.vars.score), true)
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renderer.text(game.width() - 50, 5, "Lives: " .. tostring(game.vars.lives), true)
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elseif state == STATE_GAME_OVER then
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true)
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renderer.text(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
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renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
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elseif state == STATE_LEVEL_COMPLETE then
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renderer.text(game.width() / 2 - 50, game.height() / 2 - 20, "LEVEL COMPLETE!", true)
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renderer.text(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
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renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
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end
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end
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function update_ball()
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-- Move ball
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game.vars.ball_x = game.vars.ball_x + game.vars.ball_vel_x
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game.vars.ball_y = game.vars.ball_y + game.vars.ball_vel_y
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-- Bounce off walls
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if game.vars.ball_x - BALL_RADIUS < 0 or game.vars.ball_x + BALL_RADIUS > game.width() then
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game.vars.ball_vel_x = -game.vars.ball_vel_x
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game.vars.ball_x = math.max(BALL_RADIUS, math.min(game.width() - BALL_RADIUS, game.vars.ball_x))
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end
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-- Bounce off top
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if game.vars.ball_y - BALL_RADIUS < 0 then
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game.vars.ball_vel_y = -game.vars.ball_vel_y
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game.vars.ball_y = BALL_RADIUS
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end
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-- Check paddle collision
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if game.vars.ball_y + BALL_RADIUS > game.height() - PADDLE_HEIGHT - 2 then
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if game.vars.ball_x > game.vars.paddle_x and game.vars.ball_x < game.vars.paddle_x + PADDLE_WIDTH then
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if game.vars.ball_vel_y > 0 then
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game.vars.ball_vel_y = -game.vars.ball_vel_y
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-- Add spin based on hit position
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local hit_pos = (game.vars.ball_x - game.vars.paddle_x) / PADDLE_WIDTH
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game.vars.ball_vel_x = (hit_pos - 0.5) * 4
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end
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end
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end
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-- Fall off bottom = lose life
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if game.vars.ball_y > game.height() then
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game.vars.lives = game.vars.lives - 1
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if game.vars.lives <= 0 then
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game.vars.state = STATE_GAME_OVER
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else
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reset_ball()
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end
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end
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end
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function check_brick_collisions()
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for row = 1, BRICK_ROWS do
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for col = 1, BRICK_COLS do
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local idx = (row - 1) * BRICK_COLS + col
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if game.vars.bricks[idx] then
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local brick_x = (col - 1) * BRICK_WIDTH
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local brick_y = BRICK_START_Y + (row - 1) * BRICK_HEIGHT
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-- Simple AABB collision with ball
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if game.vars.ball_x + BALL_RADIUS > brick_x and
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game.vars.ball_x - BALL_RADIUS < brick_x + BRICK_WIDTH and
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game.vars.ball_y + BALL_RADIUS > brick_y and
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game.vars.ball_y - BALL_RADIUS < brick_y + BRICK_HEIGHT then
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-- Destroy brick
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game.vars.bricks[idx] = false
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game.vars.bricks_remaining = game.vars.bricks_remaining - 1
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game.vars.score = game.vars.score + 10
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-- Bounce ball (simple: vertical bounce)
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game.vars.ball_vel_y = -game.vars.ball_vel_y
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end
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end
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end
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end
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end
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function reset_ball()
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game.vars.ball_x = game.vars.paddle_x + PADDLE_WIDTH / 2
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game.vars.ball_y = game.height() - 30
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game.vars.ball_vel_x = 2
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game.vars.ball_vel_y = -3
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end
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function reset_game()
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game.vars.score = 0
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game.vars.lives = 3
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game.vars.paddle_x = (game.width() / 2) - (PADDLE_WIDTH / 2)
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-- Create brick grid
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game.vars.bricks = {}
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game.vars.bricks_remaining = BRICK_ROWS * BRICK_COLS
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for i = 1, BRICK_ROWS * BRICK_COLS do
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game.vars.bricks[i] = true
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end
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reset_ball()
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end
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