In this version of Arkanoid-pygame we got new levels and also a way to start and stop the game. There is also a “secret” key (n) to generate a new level or (r) to restart the game. Some things can be done in the menu, some others when it in pause… it’s a little messy, it needs to be fixed.
The menu
def menu(): loop = 1 while loop: # screen.blit(background, (0, 0)) write("Press space tp start", 200, 320) #screen.fill((0, 0, 0)) pygame.draw.rect(screen, (0, 0, 0), (bar.x, bar.y, 60, 10)) gfxdraw.filled_circle(screen, ball.x, ball.y, 6, (0, 0, 0)) keys = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT: loop = 0 if event.type == pygame.KEYUP: if event.key == pygame.K_ESCAPE: loop = 0 if event.key == pygame.K_SPACE: mainloop() pygame.display.update() clock.tick(300)
The random simmetric levels
Here is the code to make the random simmetric levels
def make_stages(): blist = [] for n in range(randrange(5,16)): riga = [str(choice([0, 1])) for x in range(4)] riga2 = riga[::-1] riga = riga + riga2 # print(riga) blist.append("".join(riga)) return blist
The function to make a new level or to restart
def generate_level(): global bricks screen.fill((0, 0, 0)) write("Arkanoid - Stage " + str(stage + 1), 200, 320) ball.update() bar.update() bricks = create_bricks(make_stages()) show_bricks() def restart(): global score, lives, stage stage = 0 score = 0 lives = 3 generate_level()
Go in pause pressing space during the game
To restart press q. If you press n, you will change the level design.
def pause(): global stage pause = 1 write("Arkanoid - Stage " + str(stage + 1), 200, 320) ball.update() bar.update() while pause: for event in pygame.event.get(): if event.type == pygame.QUIT: pause = 0 if event.type == pygame.KEYUP: if event.key == pygame.K_ESCAPE: pause = 0 if event.type == pygame.KEYDOWN: if event.key == pygame.K_q: pause = 0 if event.key == pygame.K_n: generate_level() pygame.display.update() clock.tick(300) screen.fill((0, 0, 0)) show_bricks()
The whole code
# arkanoid import pygame from pygame import gfxdraw import os import sys from random import choice, randrange ''' arkapygame 2.5 ================ 4.7.2020 - fix the lives problem - put a menu at the start ''' class Brick: "One brick class" def __init__(self, x, y, randomcolor): self.x = x self.y = y self.color = randomcolor # This is for collisions self.rect = pygame.Rect(self.x, self.y, 50, 20) def update(self): # when you update it will go to self.x and self.y # bar.x is constantly equal to the mouse position in the while loop pygame.draw.rect(screen, self.color, (self.x, self.y, 50, 20)) # pygame.draw.rect(screen, GREEN, (self.x, self.y, 50, 20)) class Bar: "This is the bar class" def __init__(self, x, y): self.x = x self.y = y def update(self): pygame.draw.rect(screen, RED, (self.x, self.y, 60, 10)) self.rect = pygame.Rect(self.x, self.y, 60, 10) class Ball: "Draw Player 2" def __init__(self, x, y): self.x = x self.y = y self.color = RED def update(self): "The ball moves" global ball global ball_x, ball_y # sull'asse x Va verso sinistra if ball_x == "left": # sottraggo perchè vado a sinistra ball.x -= velx # se arriva a 10 rimbalza if ball.x < 10: pygame.mixer.Sound.play(s_wall) ball_x = "right" # va in basso if ball_y == 'down': # allora aumenta y quando va in basso (parte da 0 in alto) ball.y += vel_y if ball_y == 'up': # quando va in alto tolgo ball.y -= vel_y # se arriva in cima rimbalza in basso if ball.y < 30: pygame.mixer.Sound.play(s_wall) ball_y = 'down' # se va a destra aumenta x if ball_x == "right": ball.x += velx # a 480 rimbalza verso sinistra if ball.x > 490: pygame.mixer.Sound.play(s_wall) ball_x = "left" gfxdraw.filled_circle(screen, ball.x, ball.y, 6, self.color) # gfxdraw.filled_circle(screen, ball.x, ball.y, 5, YELLOW) self.rect = pygame.Rect(self.x, self.y, 6, 6) def reverse(): global ball_x, velx, vel_y ball_x = "right" if ball_x == "left" else "right" def collision(): global ball, bar, ball_y, ball_x, vely, velx, mousedir, bricks global diff, lives, stage, score, loop if ball.rect.colliderect(bar): pygame.mixer.Sound.play(hitbar) ball_y = "up" velx = 2 if diff > 0 else 1 # print(f"you hit with diff: {diff} vel_x = {velx}") for n, brick in enumerate(bricks): if ball.rect.colliderect(brick): # screen.fill((0, 0, 0)) pygame.draw.rect(screen, (0, 0, 0), (brick.x, brick.y, 50, 20)) screen.blit(update_fps(color="Black"), (12, 10)) score += 20 screen.blit(update_fps(), (12, 10)) pygame.mixer.Sound.play(hitbrick) # print("You hit a brick") if ball_y == "up": # the ball is lower than the brick of 20 if ball.y == (brick.y + 20 - vel_y) : ball_y = "down" # if the balls hit the brick on a side else: if ball_x == "left": ball_x = "right" else: ball_x = "left" elif ball_y == "down": if ball.y <= brick.y - 1: ball_y = "up" else: if ball_x == "left": ball_x = "right" else: ball_x = "left" bricks.pop(n) if bricks == []: write_highest_score() screen.fill((0, 0, 0)) ball.y = 300 ball.x = 100 if stage < len(blist): stage += 1 pygame.mixer.Sound.play(s_ready) else: stage = 0 bricks = create_bricks(make_stages()) show_bricks() # When the ball goes out of the screen in the bottom if ball.y > 510: ball.x, ball.y = 500, 300 lives -= 1 pygame.mixer.Sound.play(s_out) if lives < 0: pygame.mixer.Sound.play(s_over) score = 0 stage = 0 ball_y = 'down' ball_x = 'left' # loop = 0 velx = 1 vely = 1 def pause(): global stage pause = 1 write("Arkanoid - Stage " + str(stage + 1), 200, 320) ball.update() bar.update() while pause: for event in pygame.event.get(): if event.type == pygame.QUIT: pause = 0 if event.type == pygame.KEYUP: if event.key == pygame.K_ESCAPE: pause = 0 if event.type == pygame.KEYDOWN: if event.key == pygame.K_q: pause = 0 if event.key == pygame.K_n: generate_level() pygame.display.update() clock.tick(300) screen.fill((0, 0, 0)) show_bricks() def generate_level(): global bricks screen.fill((0, 0, 0)) write("Arkanoid - Stage " + str(stage + 1), 200, 320) ball.update() bar.update() bricks = create_bricks(make_stages()) show_bricks() def restart(): global score, lives, stage stage = 0 score = 0 lives = 3 generate_level() def exit(event, loop): if event.type == pygame.QUIT: loop = 0 if event.type == pygame.KEYUP: if event.key == pygame.K_ESCAPE: loop = 0 if event.key == pygame.K_SPACE: pause() return loop def create_bricks(blist): "The bricks scheme" bricks = [] h = 30 w = 0 for line in blist: randomcolor = randrange(0,255), randrange(0,255), randrange(0,255), for brick in line: if brick == "1": bricks.append(Brick(50 + w * 51, h, randomcolor)) w += 1 if w == 8: w = 0 h += 21 return bricks def show_bricks(): for brick in bricks: brick.update() stage = 0 lives = 3 def make_stages(): blist = [] for n in range(randrange(5,16)): riga = [str(choice([0, 1])) for x in range(4)] riga2 = riga[::-1] riga = riga + riga2 # print(riga) blist.append("".join(riga)) return blist def write_highest_score(): "Checks highest score when game's over" global score, scoremax with open("score.txt", "w") as file: if scoremax < score: file.write(str(score)) blist = make_stages() BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN = (0, 255, 0) YELLOW = (255, 255, 0) ball_x = 'left' ball_y = 'down' # speed horizzontal velx = 1 # speed vertical vel_y = 1 ###################### # sound ##################### pygame.mixer.pre_init(44100, -16, 1, 512) pygame.init() pygame.mixer.quit() pygame.mixer.init(22050, -16, 2, 512) pygame.mixer.set_num_channels(32) # =================================== hitbar = pygame.mixer.Sound('sound\\hitbar2.wav') s_out = pygame.mixer.Sound('sound\\outspeech.wav') hitbrick = pygame.mixer.Sound('sound\\hitbrick.wav') s_ready = pygame.mixer.Sound('sound\\ready.wav') s_over = pygame.mixer.Sound('sound\\over.wav') s_wall = pygame.mixer.Sound('sound\\wall.wav') # Soundtrack # track1 = pygame.mixer.Sound('sound\\spectral_sound.wav') clock = pygame.time.Clock() screen = pygame.display.set_mode((500, 500)) pygame.display.set_caption("Game") startx = 0 bar = Bar(10, 480) ball = Ball(100, 300) bricks = create_bricks(blist) background = pygame.image.load("img\\background.png").convert() pygame.mouse.set_visible(False) mousedir = "stop" diff = 0 score = 0 font = pygame.font.SysFont("Arial", 14) scoremax = 0 def update_fps(color="Coral"): global score, scoremax fps = f"Max: {scoremax} Lives: {lives} Stage: {stage} Score: {score} " fps_text = font.render(fps, 1, pygame.Color(color)) return fps_text def write(text, x, y, color="Coral",): text = font.render(text, 1, pygame.Color(color)) screen.blit(text, (x, y)) return text # pause() show_bricks() counter = 0 def mainloop(): # screen.blit(write("Pause"), (250, 250)) global startx, mousedir, diff, counter pygame.mixer.Sound.play(s_ready) # pygame.mixer.Sound.play(track1) screen.fill((0, 0, 0)) show_bricks() loop = 1 while loop: # screen.blit(background, (0, 0)) #screen.fill((0, 0, 0)) pygame.draw.rect(screen, (0, 0, 0), (bar.x, bar.y, 60, 10)) gfxdraw.filled_circle(screen, ball.x, ball.y, 6, (0, 0, 0)) keys = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT: loop = 0 if event.type == pygame.KEYUP: if event.key == pygame.K_ESCAPE: loop = 0 if event.key == pygame.K_SPACE: pause() if event.key == pygame.K_s: pygame.image.save(screen, f"image{counter}.png") counter += 1 if event.key == pygame.K_r: restart() if event.key == pygame.K_n: generate_level() # This is the position of the mouse on the x axe posx= pygame.mouse.get_pos()[0] if pygame.mouse.get_pos()[1] > 400: bar.y = pygame.mouse.get_pos()[1] pygame.mouse.set_pos(bar.x, bar.y) if posx > 10 and posx < 430: # il surface si muove come il mouse bar.x = posx ball.update() bar.update() collision() if startx > posx: mousedir = "left" elif startx < posx: mousedir = "right" else: mousedir = "stop" diff = abs(startx - posx) startx = posx pygame.display.update() clock.tick(300) # This should read the file with the highest score try: if "score.txt" in os.listdir(): with open("score.txt", "r") as file: # print("Scoremax = " + file.readlines()[0]) scoremax = int(file.readlines()[0]) else: with open("score.txt", "w") as file: file.write("100") except: with open("score.txt", "w") as file: file.write("100") def menu(): loop = 1 while loop: # screen.blit(background, (0, 0)) write("Press space tp start", 200, 320) #screen.fill((0, 0, 0)) pygame.draw.rect(screen, (0, 0, 0), (bar.x, bar.y, 60, 10)) gfxdraw.filled_circle(screen, ball.x, ball.y, 6, (0, 0, 0)) keys = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT: loop = 0 if event.type == pygame.KEYUP: if event.key == pygame.K_ESCAPE: loop = 0 if event.key == pygame.K_SPACE: mainloop() pygame.display.update() clock.tick(300) menu() pygame.quit() write_highest_score() sys.exit()
The github repository.
1.1 – Pong the father of Arkanoid
1.2 – Starting arkanoid… from pong
1.3 – Adding background
1.4 – Collision detection
1.5 – Bricks collisions
1.6 – Still on Collisions
1.7 – Fixed strange bouncing
1.8 – How to destroy the bricks
1.9 – More levels
2.1 – Infinite level generator
2.3 – Sounds and faster frame rate tecnique
2.5 – New nicer levels simmetric and in color and menus
2.6 – Keyboard control
2.7 – Mouse exclusive control
2.xxx – Tiny version
5.0 – Arkagame: 5 different versions
Github repository
https://github.com/formazione/arkapygame
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