Building your first browser game — a complete Breakout clone step by step
- Build complete games, not isolated features — every piece (input, physics, rendering, state) must work together.
- AABB and circle collision are enough for most 2D games — master them before reaching for physics libraries.
- A playable Breakout clone can be built in under 150 lines of JavaScript — simplicity is a feature.
Understanding first browser game is the foundation of this guide. Below we break it down step by step so you can act with confidence.
The best way to learn game development is to build a complete game. In this lesson you will build Breakout — a classic where you bounce a ball off a paddle to destroy bricks. It covers everything from the previous lessons: game loop, input, rendering, collision, and state management.
By the end you will have a playable, polished game you can host anywhere.
First Browser Game: Setting up the game structure
Start with the HTML shell and game constants:
const canvas = document.createElement('canvas');
canvas.width = 800; canvas.height = 600;
document.body.appendChild(canvas);
const ctx = canvas.getContext('2d');
const PADDLE_W = 100, PADDLE_H = 14, PADDLE_Y = 560;
const BALL_R = 8;
const BRICK_ROWS = 5, BRICK_COLS = 10;
const BRICK_W = 72, BRICK_H = 24, BRICK_PAD = 4;
const BRICK_OFFSET_X = 36, BRICK_OFFSET_Y = 40;
let paddle = { x: 350, w: PADDLE_W };
let ball = { x: 400, y: 500, vx: 250, vy: -300 };
let bricks = [];
let score = 0, lives = 3;
const COLORS = ['#e94560','#0f3460','#533483','#16213e','#e94560'];
function initBricks() {
bricks = [];
for (let r = 0; r < BRICK_ROWS; r++)
for (let c = 0; c < BRICK_COLS; c++)
bricks.push({
x: BRICK_OFFSET_X + c * (BRICK_W + BRICK_PAD),
y: BRICK_OFFSET_Y + r * (BRICK_H + BRICK_PAD),
alive: true, color: COLORS[r]
});
}Game loop, input, and ball movement
Wire up mouse input for the paddle, move the ball with delta time, and bounce off walls:
let mouseX = paddle.x;
canvas.addEventListener('mousemove', e => {
mouseX = e.clientX - canvas.getBoundingClientRect().left;
});
let lastTime = 0;
function loop(ts) {
const dt = (ts - lastTime) / 1000;
lastTime = ts;
// Paddle follows mouse
paddle.x = Math.max(0, Math.min(canvas.width - PADDLE_W, mouseX - PADDLE_W / 2));
// Move ball
ball.x += ball.vx * dt;
ball.y += ball.vy * dt;
// Wall bounces
if (ball.x - BALL_R < 0 || ball.x + BALL_R > canvas.width) ball.vx *= -1;
if (ball.y - BALL_R < 0) ball.vy *= -1;
// Paddle bounce
if (ball.vy > 0 && ball.y + BALL_R >= PADDLE_Y &&
ball.x >= paddle.x && ball.x <= paddle.x + PADDLE_W) {
ball.vy *= -1;
// Angle based on where ball hit paddle
const hit = (ball.x - paddle.x) / PADDLE_W; // 0..1
ball.vx = 300 * (hit - 0.5) * 2;
}
// Ball lost
if (ball.y > canvas.height) {
lives--;
if (lives <= 0) { alert('Game Over! Score: ' + score); return; }
ball.x = 400; ball.y = 500; ball.vx = 250; ball.vy = -300;
}
checkBrickCollisions();
render();
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);Brick collision and scoring
Check ball against each brick using AABB vs circle collision:
function checkBrickCollisions() {
for (const b of bricks) {
if (!b.alive) continue;
// Closest point on brick to ball center
const cx = Math.max(b.x, Math.min(ball.x, b.x + BRICK_W));
const cy = Math.max(b.y, Math.min(ball.y, b.y + BRICK_H));
const dx = ball.x - cx, dy = ball.y - cy;
if (dx * dx + dy * dy < BALL_R * BALL_R) {
b.alive = false;
score += 10;
// Determine bounce axis
const overlapX = BALL_R - Math.abs(dx);
const overlapY = BALL_R - Math.abs(dy);
if (overlapX < overlapY) ball.vx *= -1;
else ball.vy *= -1;
}
}
// Level complete
if (bricks.every(b => !b.alive)) {
initBricks();
ball.vx *= 1.1; ball.vy *= 1.1; // speed up
}
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Rendering and polish
function render() {
// Background
ctx.fillStyle = '#0a0a23';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Bricks
for (const b of bricks) {
if (!b.alive) continue;
ctx.fillStyle = b.color;
ctx.beginPath();
ctx.roundRect(b.x, b.y, BRICK_W, BRICK_H, 4);
ctx.fill();
}
// Paddle (gradient)
const grad = ctx.createLinearGradient(paddle.x, PADDLE_Y, paddle.x + PADDLE_W, PADDLE_Y);
grad.addColorStop(0, '#e94560');
grad.addColorStop(1, '#533483');
ctx.fillStyle = grad;
ctx.beginPath();
ctx.roundRect(paddle.x, PADDLE_Y, PADDLE_W, PADDLE_H, 7);
ctx.fill();
// Ball (glow)
ctx.shadowColor = '#e94560';
ctx.shadowBlur = 15;
ctx.beginPath();
ctx.arc(ball.x, ball.y, BALL_R, 0, Math.PI * 2);
ctx.fillStyle = '#fff';
ctx.fill();
ctx.shadowBlur = 0;
// HUD
ctx.font = '18px monospace';
ctx.fillStyle = '#ccc';
ctx.fillText('Score: ' + score, 10, 25);
ctx.fillText('Lives: ' + '❤️'.repeat(lives), canvas.width - 150, 25);
}That is a complete, playable Breakout game in under 150 lines. You can extend it with power-ups, sound effects, multiple ball types, and a high-score system.
When evaluating first browser game, start with the fundamentals: what problem it solves, who it serves, and how it compares to the alternatives buyers consider first.
Start with the fundamentals. Define who you are serving, the single outcome you want, and the budget you are comfortable committing before you compare any options.
A practical rule is to favour clarity over cleverness. The choice that is easiest to understand, spell, remember and act on tends to win over the long run.
Context changes the answer. What is optimal for a fast-moving startup is rarely optimal for an established brand, so weigh your own stage, market and ambitions.
Avoid the common mistakes: rushing the decision, copying competitors blindly, and ignoring the total cost of ownership beyond the very first year of use.
Think in terms of trade-offs rather than a single perfect answer. Every option trades memorability, cost, reach and flexibility in a slightly different mix.
Document your reasoning. Writing down why you chose one path makes it far easier to revisit the decision later and to explain it to partners and investors.
Test with real people. A quick check with a handful of your actual customers will surface problems that no amount of internal debate ever reveals.
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Join NowFrequently asked questions
Can I use this Breakout code on my own site?
Yes. All code in this course is free to use, modify, and publish. Build on it, remix it, ship it.
What game should I build after Breakout?
A platformer. It introduces gravity, jumping, tile-based level design, and enemy AI — a significant step up that reuses everything you learned here.
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