All Identifiers

Name Unit Description
BrickDefinition Breakout.Bricks

Returns the central scoring/sprite definition for a valid enum value.

BrickFadeDurationMs Breakout.Presentation

Default duration of the image left by a destroyed brick, in ms.

CampaignLevelCount Breakout.Levels

Number of available boards; LevelCount may select a prefix of them.

DebugRefreshSeconds Breakout.Presentation

Diagnostic refresh period, independent of painting and simulation.

FixedDeltaSeconds Breakout.Types

Simulation quantum: 120 steps per simulated second.

FormatGameScore Breakout.Renderer.Vcl

Formats with at least nine decimal digits; larger values are not truncated.

GameMessage Breakout.Renderer.Vcl

Returns the localized overlay message, or an empty string for normal play.

GameStateName Breakout.Types

Stable diagnostic name, independent of player-facing translations.

GenerateLegacyLevel Breakout.Levels

Creates 96 active bricks, with stable IDs and definitions from Breakout.Bricks.

GenerateLevel Breakout.Levels

Creates an independent board with row-major IDs and centralized rewards.

LogicalFieldHeight Breakout.Types

 

LogicalFieldWidth Breakout.Types

Shared logical field dimensions, independent of client pixels or DPI.

MaxElapsedSeconds Breakout.Types

Maximum elapsed time accepted by one loop callback; excess is recorded.

MaxImpactsPerStep Breakout.Types

Collision-iteration budget; unresolved remaining time is discarded.

MaxStepsPerCallback Breakout.Types

Work budget against unbounded catch-up after a stalled callback.

PaddleVelocity Breakout.Physics

Maps normalized horizontal impact offset to an upward velocity.

PositionEpsilon Breakout.Physics

Spatial tolerance and post-contact separation in logical units.

ReflectVelocity Breakout.Physics

Applies v := v - 2*dot(v,n)*n only when approaching the surface.

ScoreCountIntervalMs Breakout.Presentation

Default interval per score increment, in ms: 5 ms means 200 points/s.

ScoreCountStep Breakout.Presentation

Default number of points per logical score increment.

SGameOver Breakout.Texts

 

SLevel Breakout.Texts

 

SLevelComplete Breakout.Texts

 

SLives Breakout.Texts

 

SPaused Breakout.Texts

 

SReady Breakout.Texts

 

SScore Breakout.Texts

 

SVictory Breakout.Texts

 

SweepCirclePaddle Breakout.Physics

Sweeps against a horizontal capsule with cap radius half its height.

SweepCircleRect Breakout.Physics

Sweeps a circle against a rectangle over [0, MaxTime].

TBall Breakout.Types

X/Y are the top-left of the bounding square; Size is the diameter.

TBrick Breakout.Types

One axis-aligned solid.

TBrickDefinition Breakout.Bricks

Immutable definition copied into each generated brick instance.

TBrickFade Breakout.Presentation

Visual residue only; Brick is no longer a collider.

TBrickKind Breakout.Types

Stable identities; scoring and sprite selection live in Breakout.Bricks.

TCircleHit Breakout.Physics

Earliest contact: Time in seconds, outward unit normal and initial overlap depth in logical units.

TGame Breakout.Game

Owns the mutable match state.

TGameCommand Breakout.Types

Input intent, independent of keyboard bindings or VCL events.

TGameConfig Breakout.Types

Physical dimensions/speed in logical units and seconds; paddle angles in degrees.

TGameLoop Breakout.Loop

Caller owns Game and supplies measured elapsed time.

TGamePresentation Breakout.Presentation

Owns a copied snapshot, bounded fade slots and a displayed score.

TGameRenderer Breakout.Renderer.Vcl

Owns all sprite bitmaps and Buffer.

TGameSnapshot Breakout.Types

Detached state returned by TGame.Snapshot.

TGameState Breakout.Types

Explicit lifecycle; only gsPlaying advances through normal Step calls.

TimeEpsilon Breakout.Physics

Temporal tolerance for contact times in seconds.

TLoopDiagnostics Breakout.Loop

Times are seconds; TotalSteps is cumulative.

TPaddle Breakout.Types

Logical bounds of a horizontal capsule.

TPhysicsRect Breakout.Physics

Axis-aligned bounds; screen Y grows downward.

TRenderMetrics Breakout.Renderer.Vcl

CPU-side times in ms.

TSeededRandom Breakout.Types

Local deterministic LCG, independent of the global Random state.

TViewport Breakout.Presentation

Uniform scale plus centered letterbox offsets in client pixels.

TVisualConfig Breakout.Presentation

Positive finite durations in milliseconds and positive integer step.


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