Breakout/Arkanoid projected versioning plan

   0.1 - Zombie branch initial work
   0.2 - paddle working
   0.3 - blocks drawing
   0.4 - ball moving and bouncing
   0.5 - balls bouncing off blocks (collision detection working)
   0.6 - scoring, blocks killed by ball, and "losing"/ball decrement working
-> 0.7 - levels and reading in level layout from txt working
   0.8 - powerup movement ("dropping") code functional
   0.9 - adding individual powerups/beta


 Outstanding problems

   - Ball bounce angle sector size evenly distributed? Possibly not. I suspect this may
     be due to the (x,y) coordinates not being centered in the ball.
   - Quit command does not do so when the applet is embedded in a browser.
   - Glitch where, if the ball hits at the exact pixel boundary where two blocks meet, it
     "instantly" (from the user's perspective) kills both blocks regardless of hit points 
     because it bounces back and forth between them. This would affect even blocks with
     a million hit points, albeit it might take a noticeable fraction of a second.
   - If opening the game via browser, N key is unresponsive as well.


 Possible powerups

   - Extra life
   - Elimination: Down to last ball
   - Wider paddle
   - Multi-ball (3)
   - Barrier (create a really wide and one-pixel-high "block" with a lot of hit points)

   Not so likely
   - Ball-catching (would have to reimplement paddle movement in regard to ball movement)
   - Skip to next level (reading in from file would be tricky)
   - Back to last level (see previous)


 To-do list

   - Make ball "grabable" at beginning of game: position it before starting.
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