# Brick Documentation
This document describes all brick types, their indices, and the actions triggered when hit.
## Overview
The map file contains a 20x20 grid of bricks, each identified by a unique index.
They are grouped into the following ranges:
- **Brick Index Range**: 10-57, 90-97
- **Destructible Bricks**: 10-57 (must be cleared to complete a level)
- **Solid/Indestructible Bricks**: 90-97 (cannot be destroyed, don't count toward level completion)
## Brick Types
The following tables detail the various brick types.
The `Index` column refers to the brick's identifier in the map file.
### Simple Bricks (Index 20)
| 20 |  | Simple Stone | 25 | Basic brick, destroyed on first hit |
### Multi-Hit Bricks (Index 10-13)
| 10 |  | Hit 1 | 50 | Needs 1 more hit to become simple stone |
| 11 |  | Hit 2 | 50 | Needs 2 more hits |
| 12 |  | Hit 3 | 50 | Needs 3 more hits |
| 13 |  | Hit 4 | 50 | Needs 4 more hits |
### Gravity Bricks (Index 21-25)
| 21 |  | Zero Gravity | 125 | Turns off gravity |
| 22 |  | 5G | 75 | Light gravity (like Mars) |
| 23 |  | 10G | 125 | Normal gravity (Earth) |
| 24 |  | 20G | 150 | High gravity |
| 25 |  | Queer Gravity | 250 | Random changing gravity in intensity and direction |
### Score Multiplier Bricks (Index 26-29)
| 26 |  | Times 1 | 25 | Reset to single score |
| 27 |  | Times 2 | 25 | Double all points |
| 28 |  | Times 3 | 25 | Triple all points |
| 29 |  | Times 4 | 25 | Quadruple all points |
### Paddle Effect Bricks (Index 30-32)
| 30 |  | Apple | 300 | Shrinks paddle (temporary) |
| 31 |  | Sun | 200 | Spawns a deadly skull enemy |
| 32 |  | Yin Yang | 225 | Enlarges paddle |
### Ball Size Bricks (Index 33-35)
| 33 |  | Small Ball | 25 | Changes ball to small size |
| 34 |  | Medium Ball | 25 | Changes ball to medium size |
| 35 |  | Big Ball | 25 | Changes ball to large size |
### Enemy Spawn Bricks (Index 36)
| 36 |  | Donut/Rotor | 75 | Spawns a bouncing rotor enemy |
### Ball Count Bricks (Index 37-39)
| 37 |  | Red 1 | 100 | Reduces to 1 ball in play |
| 38 |  | Red 2 | 100 | Changes to 2 balls in play |
| 39 |  | Red 3 | 100 | Changes to 3 balls in play |
### Hazard Bricks (Index 40-42)
| 40 |  | Bomb | 100 | Explodes, spawns deadly fragments |
| 41 |  | Extra Ball | +1 Ball | Gives an extra ball (life) |
| 42 |  | Killer | 90 | **Deadly** - Touching with paddle kills you |
### Direction Bricks (Index 43-48)
| 43 |  | Down | 125 | Accelerates ball downward |
| 44 |  | Left | 125 | Accelerates ball leftward |
| 45 |  | Right | 125 | Accelerates ball rightward |
| 46 |  | Up | 125 | Accelerates ball upward |
| 47 | | Up-Right | 125 | Accelerates ball up and right |
| 48 | | Up-Left | 125 | Accelerates ball up and left |
### Special Bricks (Index 49-56)
| 49 |  | Teleport | 150 | Teleports ball to another random teleport brick |
| 50 |  | Smiley/Level Up | 300 | Advances to next level |
| 51 |  | Hourglass/Slow | 30 | Slows down ball and mouse |
| 52 |  | Phone | 40 | Randomizes ball velocity |
| 53 |  | Question | Random | Transforms into a random brick type |
| 54 |  | Level Down | - | Returns to previous level |
| 55 |  | Magnet (Enabled) | - | Active magnet - attracts ball |
| 56 |  | Magnet (Disabled) | - | Inactive magnet - becomes active when enabled one is destroyed |
### Paddle-Destroyable Brick (Index 57)
| 57 |  | Bat | 250 (paddle) | Cannot be destroyed by ball, only by paddle |
### Solid/Indestructible Bricks (Index 90-97)
These bricks cannot be destroyed and don't count toward level completion.
| 90 |  | Solid | Indestructible, ball bounces off |
| 91 | | Solid Die | **Deadly** - Kills paddle on contact |
| 92 | | Solid Down | Solid + accelerates ball downward on bottom hit |
| 93 | | Solid Left | Solid + accelerates ball leftward |
| 94 | | Solid Right | Solid + accelerates ball rightward |
| 95 | | Solid Up | Solid + accelerates ball upward on top hit |
| 96 | | Solid Up-Left | Solid + accelerates ball up and left |
| 97 | | Solid Up-Right | Solid + accelerates ball up and right |
### Magnet System
- Only one magnet can be active at a time
- When an enabled magnet (51) is destroyed, a random disabled magnet (52) becomes enabled
- The magnet creates a force field that attracts the ball
### LIFE Levels
Some levels use Conway's Game of Life algorithm (2-3-3 variant):
- Bricks in rows/columns 0 and 19 don't die at generation change
- Generation stones in columns 3, 4, 5 of row 0 determine respawning brick types
- Ball/paddle starting position determines if LIFE mode is active
## Additional Images
|  | Invisible brick (proposed) |
|  | Rubber brick (proposed) |
## Sound Effects
Each brick type triggers a specific sound when hit