Part 5: Bouncing and the edges

Steps 18 to 20. Three more rules: bounce off the paddle, keep the ball on the screen, keep the paddle on the screen.

Chocobreak — NutHouse
A settings dialog with the 💡 help line at the top and a live sentence at the bottom
Settings dialogs tell you what the rule does in one sentence at the bottom.

What this part teaches

The same rule shape, used three times. You already know “Ball collides with” from Part 4. Now you meet a second condition, Leaves the play area, and learn that a condition can have settings: here, which edges count. Leaving the bottom edge out on purpose is how losing a life will work later.

Step 18: Bounce off the paddle

  1. Press + New event, click Ball, then Collides with another object, pick Paddle and press Add.
  2. In the new row, click under the Ball and choose Bounce.
WhenBall collides with Paddle
DoBounce Ball

Step 19: Keep the ball on the screen

  1. Press + New event, click Ball, then Position, then Leaves the play area.
  2. In the settings, tick only Top, Left and Right. Untick Bottom. Press Add.
  3. In the row, make the Ball Bounce.
Leaves the play area

Why not Bottom? Because a ball that escapes past the paddle should cost a life, not bounce back. Part 6 writes that rule.

Step 20: Keep the paddle on the screen

  1. Press + New event, click Paddle, then Leaves the play area. Tick only Left and Right. Press Add.
  2. In the row, make the Paddle Stop.
Stop

Stop, not Bounce: a paddle that bounced off the wall would slide back by itself. Stop puts it back at the edge and holds it there until you press a key.

The edges

TopThe ball bounces down again.
Left, RightThe ball bounces back across. The paddle stops.
BottomLeft unticked for the ball. Falling out at the bottom is how you lose.

Next: Part 6: Score and lives.

Still stuck?

Try the Chocobreak tutorial, open a sample game and read its rules, or look at the questions people ask.