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breakout.py
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breakout.py
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import random
from datetime import datetime, timedelta
import os
import time
import pygame
from pygame.rect import Rect
import config as c
from ball import Ball
from brick import Brick
from button import Button
from game import Game
from paddle import Paddle
from text_object import TextObject
import colors
special_effects = dict(
long_paddle=(colors.ORANGE,
lambda g: g.paddle.bounds.inflate_ip(c.paddle_width // 2, 0),
lambda g: g.paddle.bounds.inflate_ip(-c.paddle_width // 2, 0)),
slow_ball=(colors.AQUAMARINE2,
lambda g: g.change_ball_speed(-1),
lambda g: g.change_ball_speed(1)),
tripple_points=(colors.DARKSEAGREEN4,
lambda g: g.set_points_per_brick(3),
lambda g: g.set_points_per_brick_back(3)),
extra_life=(colors.GOLD1,
lambda g: g.add_life(),
lambda g: None))
assert os.path.isfile('sound_effects/brick_hit.wav')
class Breakout(Game):
def __init__(self):
Game.__init__(self, 'Breakout', c.screen_width, c.screen_height, c.background_image, c.frame_rate)
self.sound_effects = {name: pygame.mixer.Sound(sound) for name, sound in c.sounds_effects.items()}
self.reset_effect = None
self.effect_start_time = None
self.score = 0
self.lives = c.initial_lives
self.start_level = False
self.paddle = None
self.bricks = None
self.ball = None
self.menu_buttons = []
self.is_game_running = False
self.level = 1
self.create_objects()
self.points_per_brick = 1
def add_life(self):
self.lives += 1
def set_points_per_brick(self, points):
self.points_per_brick = int(self.points_per_brick*points)
def set_points_per_brick_back(self, points):
self.points_per_brick = self.points_per_brick//points
def change_ball_speed(self, dy):
self.ball.speed = (self.ball.speed[0], self.ball.speed[1] + dy)
def create_menu(self):
def on_play(button):
for b in self.menu_buttons:
self.objects.remove(b)
self.is_game_running = True
self.start_level = True
def on_quit(button):
self.game_over = True
self.is_game_running = False
self.game_over = True
for i, (text, click_handler) in enumerate((('PLAY', on_play), ('QUIT', on_quit))):
b = Button(c.menu_offset_x,
c.menu_offset_y + (c.menu_button_h + 5) * i,
c.menu_button_w,
c.menu_button_h,
text,
click_handler,
padding=5)
self.objects.append(b)
self.menu_buttons.append(b)
self.mouse_handlers.append(b.handle_mouse_event)
def create_objects(self):
self.create_bricks()
self.create_paddle()
self.create_ball()
self.create_labels()
self.create_menu()
def create_labels(self):
self.score_label = TextObject(c.score_offset,
c.status_offset_y,
lambda: f'SCORE: {self.score}',
c.text_color,
c.font_name,
c.font_size)
self.objects.append(self.score_label)
self.lives_label = TextObject(c.lives_offset,
c.status_offset_y,
lambda: f'LIVES: {self.lives}',
c.text_color,
c.font_name,
c.font_size)
self.objects.append(self.lives_label)
self.level_label = TextObject(c.level_offset,
c.status_offset_y,
lambda: f'LEVEL: {self.level}',
c.text_color,
c.font_name,
c.font_size)
self.objects.append(self.level_label)
def create_ball(self):
speed = (random.randint(-2, 2), c.ball_speed)
self.ball = Ball(c.screen_width // 2,
c.screen_height // 2,
c.ball_radius,
c.ball_color,
speed)
self.objects.append(self.ball)
def remove_ball(self):
self.objects.remove(self.ball)
def create_paddle(self):
paddle = Paddle((c.screen_width - c.paddle_width) // 2,
c.screen_height - c.paddle_height * 2,
c.paddle_width,
c.paddle_height,
c.paddle_color,
c.paddle_speed)
self.keydown_handlers[pygame.K_LEFT].append(paddle.handle)
self.keydown_handlers[pygame.K_RIGHT].append(paddle.handle)
self.keyup_handlers[pygame.K_LEFT].append(paddle.handle)
self.keyup_handlers[pygame.K_RIGHT].append(paddle.handle)
self.paddle = paddle
self.objects.append(self.paddle)
def create_bricks(self):
w = c.brick_width
h = c.brick_height
brick_count = c.screen_width // (w + 1)
offset_x = (c.screen_width - brick_count * (w + 1)) // 2
bricks = []
for row in range(c.row_count+self.level):
for col in range(brick_count):
effect = None
brick_color = c.brick_color
index = random.randint(0, 10)
if index < len(special_effects):
brick_color, start_effect_func, reset_effect_func = list(special_effects.values())[index]
effect = start_effect_func, reset_effect_func
brick = Brick(offset_x + col * (w + 1),
c.offset_y + row * (h + 1),
w,
h,
brick_color,
effect)
bricks.append(brick)
self.objects.append(brick)
self.bricks = bricks
def handle_ball_collisions(self):
def intersect(obj, ball):
edges = dict(left=Rect(obj.left, obj.top, 1, obj.height),
right=Rect(obj.right, obj.top, 1, obj.height),
top=Rect(obj.left, obj.top, obj.width, 1),
bottom=Rect(obj.left, obj.bottom, obj.width, 1))
collisions = set(edge for edge, rect in edges.items() if ball.bounds.colliderect(rect))
if not collisions:
return None
if len(collisions) == 1:
return list(collisions)[0]
if 'top' in collisions:
if ball.centery >= obj.top:
return 'top'
if ball.centerx < obj.left:
return 'left'
else:
return 'right'
if 'bottom' in collisions:
if ball.centery >= obj.bottom:
return 'bottom'
if ball.centerx < obj.left:
return 'left'
else:
return 'right'
# Hit paddle
s = self.ball.speed
edge = intersect(self.paddle, self.ball)
if edge is not None:
self.sound_effects['paddle_hit'].play()
if edge == 'top':
speed_x = s[0]
speed_y = -s[1]
if self.paddle.moving_left:
speed_x -= 1
elif self.paddle.moving_left:
speed_x += 1
self.ball.speed = speed_x, speed_y
elif edge in ('left', 'right'):
self.ball.speed = (-s[0], s[1])
# Hit floor
if self.ball.top > c.screen_height:
self.lives -= 1
if self.lives == 0:
self.game_over = True
else:
self.create_ball()
# Hit ceiling
if self.ball.top < 0:
self.ball.speed = (s[0], -s[1])
# Hit wall
if self.ball.left < 0 or self.ball.right > c.screen_width:
self.ball.speed = (-s[0], s[1])
# Hit brick
for brick in self.bricks:
edge = intersect(brick, self.ball)
if not edge:
continue
self.sound_effects['brick_hit'].play()
self.bricks.remove(brick)
self.objects.remove(brick)
self.score += self.points_per_brick
if edge in ('top', 'bottom'):
self.ball.speed = (s[0], -s[1])
else:
self.ball.speed = (-s[0], s[1])
if brick.special_effect is not None:
# Reset previous effect if any
if self.reset_effect is not None:
self.reset_effect(self)
# Trigger special effect
self.effect_start_time = datetime.now()
brick.special_effect[0](self)
# Set current reset effect function
self.reset_effect = brick.special_effect[1]
def update(self):
if not self.is_game_running:
return
if self.start_level:
self.start_level = False
self.show_message('GET READY!', centralized=True)
if not self.bricks:
self.level += 1
self.remove_ball()
self.show_message('NEXT LEVEL {}!!!'.format(self.level), centralized=True)
self.start_level = True
self.change_ball_speed(1)
self.create_bricks()
self.create_ball()
return
# Reset special effect if needed
if self.reset_effect:
if datetime.now() - self.effect_start_time >= timedelta(seconds=c.effect_duration):
self.reset_effect(self)
self.reset_effect = None
self.handle_ball_collisions()
super().update()
if self.game_over:
self.show_message('GAME OVER!', centralized=True)
def show_message(self, text, color=colors.WHITE, font_name='Arial', font_size=20, centralized=False):
message = TextObject(c.screen_width // 2, c.screen_height // 2, lambda: text, color, font_name, font_size)
self.draw()
message.draw(self.surface, centralized)
pygame.display.update()
time.sleep(c.message_duration)
def main():
Breakout().run()
if __name__ == '__main__':
main()