Use brick.hit() as a check for whether the brick should be removed.
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@ -61,8 +61,9 @@ public class Ball extends Entity {
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Vector2 nearest = Utils.nearestPoint(v1.cpy(), segment, new_pos.cpy());
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Vector2 nearest = Utils.nearestPoint(v1.cpy(), segment, new_pos.cpy());
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if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
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if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
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if (brick.hit()) {
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brickIterator.remove();
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brickIterator.remove();
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brick.hit();
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}
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Utils.reflect(direction, segment.nor());
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Utils.reflect(direction, segment.nor());
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brickCollision = true;
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brickCollision = true;
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break;
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break;
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