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gregrampage

Breakout collision detection issue

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For my collision detection in my Breakout clone game I first check each block for a collision with the ball. If there is a collision I then check each individual wall of the block to determine which way for the ball to bounce back. My first question is if this is the right way to handle this? If so, that leads me to my second question. If the ball has only collided with a single wall of the block this works fine but if it happens to come at an angle across the corner or something similar it will overlap with two walls at the same time. The way I have my code set up whichever wall I test first is the one that it will bounce off. Sometimes this creates very strange results. Should I be checking for which wall the ball overlaps with the most instead? I can't really think of how to approach that.

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