Breakout Tutorial using Pygame: Adding a Brick Wall

break-out-gameThis tutorial is the second tutorial in a series of five Pygame tutorials:

The final stage of our tutorial focuses on adding a brick wall and a scoring system to our Breakout game:

  • The player will score a point if the ball bounces against a brick.
  • The player will lose a life if the ball bounces against the bottom edge of the screen.
  • Both the score and number of lives will be displayed at the top of the screen.
  • A “Level Complete” message will be displayed if all bricks have been removed.
  • A “Game Over” message will be displayed if the number of lives reaches zero.
  • The final code for the main.py is provided below. We made several changes to the code as follows:

    • On line 6 we import the Brick class. (Code provided in the brick.py tab)
    • On lines 39 to 57 we create three rows of bricks and add them to a group called all_bricks.
    • On lines 93 to 103 we take a life away when the ball hit the bottom edge of the screen. If the number of lives reaches zero, we display a “Game Over” message..
    • On lines 114 to 129 we detect if the ball hits a brick. If so we remove the brick (using the kill() method) and increment the score by one.
    main.pypaddle.pyball.pybrick.py
    #Import the pygame library and initialise the game engine
    import pygame
    #Let's import the Paddle Class & the Ball Class
    from paddle import Paddle
    from ball import Ball
    from brick import Brick
    
    pygame.init()
    
    # Define some colors
    WHITE = (255,255,255)
    DARKBLUE = (36,90,190)
    LIGHTBLUE = (0,176,240)
    RED = (255,0,0)
    ORANGE = (255,100,0)
    YELLOW = (255,255,0)
    
    score = 0
    lives = 3
    
    # Open a new window
    size = (800, 600)
    screen = pygame.display.set_mode(size)
    pygame.display.set_caption("Breakout Game")
    
    #This will be a list that will contain all the sprites we intend to use in our game.
    all_sprites_list = pygame.sprite.Group()
    
    #Create the Paddle
    paddle = Paddle(LIGHTBLUE, 100, 10)
    paddle.rect.x = 350
    paddle.rect.y = 560
    
    #Create the ball sprite
    ball = Ball(WHITE,10,10)
    ball.rect.x = 345
    ball.rect.y = 195
    
    all_bricks = pygame.sprite.Group()
    for i in range(7):
        brick = Brick(RED,80,30)
        brick.rect.x = 60 + i* 100
        brick.rect.y = 60
        all_sprites_list.add(brick)
        all_bricks.add(brick)
    for i in range(7):
        brick = Brick(ORANGE,80,30)
        brick.rect.x = 60 + i* 100
        brick.rect.y = 100
        all_sprites_list.add(brick)
        all_bricks.add(brick)
    for i in range(7):
        brick = Brick(YELLOW,80,30)
        brick.rect.x = 60 + i* 100
        brick.rect.y = 140
        all_sprites_list.add(brick)
        all_bricks.add(brick)
    
    # Add the paddle and the ball to the list of sprites
    all_sprites_list.add(paddle)
    all_sprites_list.add(ball)
    
    # The loop will carry on until the user exits the game (e.g. clicks the close button).
    carryOn = True
    
    # The clock will be used to control how fast the screen updates
    clock = pygame.time.Clock()
    
    # -------- Main Program Loop -----------
    while carryOn:
        # --- Main event loop
        for event in pygame.event.get(): # User did something
            if event.type == pygame.QUIT: # If user clicked close
                  carryOn = False # Flag that we are done so we exit this loop
    
        #Moving the paddle when the use uses the arrow keys
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            paddle.moveLeft(5)
        if keys[pygame.K_RIGHT]:
            paddle.moveRight(5)
    
        # --- Game logic should go here
        all_sprites_list.update()
    
        #Check if the ball is bouncing against any of the 4 walls:
        if ball.rect.x>=790:
            ball.velocity[0] = -ball.velocity[0]
        if ball.rect.x<=0:
            ball.velocity[0] = -ball.velocity[0]
        if ball.rect.y>590:
            ball.velocity[1] = -ball.velocity[1]
            lives -= 1
            if lives == 0:
                #Display Game Over Message for 3 seconds
                font = pygame.font.Font(None, 74)
                text = font.render("GAME OVER", 1, WHITE)
                screen.blit(text, (250,300))
                pygame.display.flip()
                pygame.time.wait(3000)
    
                #Stop the Game
                carryOn=False
    
        if ball.rect.y<40:
            ball.velocity[1] = -ball.velocity[1]
    
        #Detect collisions between the ball and the paddles
        if pygame.sprite.collide_mask(ball, paddle):
          ball.rect.x -= ball.velocity[0]
          ball.rect.y -= ball.velocity[1]
          ball.bounce()
    
        #Check if there is the ball collides with any of bricks
        brick_collision_list = pygame.sprite.spritecollide(ball,all_bricks,False)
        for brick in brick_collision_list:
          ball.bounce()
          score += 1
          brick.kill()
          if len(all_bricks)==0:
               #Display Level Complete Message for 3 seconds
                font = pygame.font.Font(None, 74)
                text = font.render("LEVEL COMPLETE", 1, WHITE)
                screen.blit(text, (200,300))
                pygame.display.flip()
                pygame.time.wait(3000)
    
                #Stop the Game
                carryOn=False
    
        # --- Drawing code should go here
        # First, clear the screen to dark blue.
        screen.fill(DARKBLUE)
        pygame.draw.line(screen, WHITE, [0, 38], [800, 38], 2)
    
        #Display the score and the number of lives at the top of the screen
        font = pygame.font.Font(None, 34)
        text = font.render("Score: " + str(score), 1, WHITE)
        screen.blit(text, (20,10))
        text = font.render("Lives: " + str(lives), 1, WHITE)
        screen.blit(text, (650,10))
    
        #Now let's draw all the sprites in one go. (For now we only have 2 sprites!)
        all_sprites_list.draw(screen)
    
        # --- Go ahead and update the screen with what we've drawn.
        pygame.display.flip()
    
        # --- Limit to 60 frames per second
        clock.tick(60)
    
    #Once we have exited the main program loop we can stop the game engine:
    pygame.quit()
    The code for the Paddle class remains unchanged.

    import pygame
    BLACK = (0,0,0)
    
    class Paddle(pygame.sprite.Sprite):
        #This class represents a paddle. It derives from the "Sprite" class in Pygame.
    
        def __init__(self, color, width, height):
            # Call the parent class (Sprite) constructor
            super().__init__()
    
            # Pass in the color of the paddle, its width and height.
            # Set the background color and set it to be transparent
            self.image = pygame.Surface([width, height])
            self.image.fill(BLACK)
            self.image.set_colorkey(BLACK)
    
            # Draw the paddle (a rectangle!)
            pygame.draw.rect(self.image, color, [0, 0, width, height])
    
            # Fetch the rectangle object that has the dimensions of the image.
            self.rect = self.image.get_rect()
    
    
        def moveLeft(self, pixels):
            self.rect.x -= pixels
    	    #Check that you are not going too far (off the screen)
            if self.rect.x < 0:
              self.rect.x = 0
    
        def moveRight(self, pixels):
            self.rect.x += pixels
            #Check that you are not going too far (off the screen)
            if self.rect.x > 700:
              self.rect.x = 700
    
    The code for the Ball class remains unchanged.

    import pygame
    from random import randint
    
    BLACK = (0, 0, 0)
     
    class Ball(pygame.sprite.Sprite):
        #This class represents a ball. It derives from the "Sprite" class in Pygame.
        
        def __init__(self, color, width, height):
            # Call the parent class (Sprite) constructor
            super().__init__()
            
            # Pass in the color of the ball, its width and height.
            # Set the background color and set it to be transparent
            self.image = pygame.Surface([width, height])
            self.image.fill(BLACK)
            self.image.set_colorkey(BLACK)
     
            # Draw the ball (a rectangle!)
            pygame.draw.rect(self.image, color, [0, 0, width, height])
            
            self.velocity = [randint(4,8),randint(-8,8)]
            
            # Fetch the rectangle object that has the dimensions of the image.
            self.rect = self.image.get_rect()
            
        def update(self):
            self.rect.x += self.velocity[0]
            self.rect.y += self.velocity[1]
              
        def bounce(self):
            self.velocity[0] = -self.velocity[0]
            self.velocity[1] = randint(-8,8)
    
    This is the code for the new Brick class, to be saved in a new file called brick.py.

    import pygame
    BLACK = (0,0,0)
    
    class Brick(pygame.sprite.Sprite):
        #This class represents a brick. It derives from the "Sprite" class in Pygame.
    
        def __init__(self, color, width, height):
            # Call the parent class (Sprite) constructor
            super().__init__()
    
            # Pass in the color of the brick, and its x and y position, width and height.
            # Set the background color and set it to be transparent
            self.image = pygame.Surface([width, height])
            self.image.fill(BLACK)
            self.image.set_colorkey(BLACK)
    
            # Draw the brick (a rectangle!)
            pygame.draw.rect(self.image, color, [0, 0, width, height])
    
            # Fetch the rectangle object that has the dimensions of the image.
            self.rect = self.image.get_rect()
    

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