Arkanoid 8th part. Here we destroy the bricks and we end the stage when every brick is destroyed.
# pong! import pygame from pygame import gfxdraw from random import choice import sys class Brick: "Draw Player 2" def __init__(self, x, y): self.x = x self.y = y self.rect = pygame.Rect(self.x, self.y, 60, 20) def update(self): pygame.draw.rect(screen, GREEN, (self.x, self.y, 60, 20)) class Bar: "Draw Player 2" 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 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 -= vel_bal # se arriva a 10 rimbalza if ball.x < 10: 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_bal if ball_y == 'up': # quando va in alto tolgo ball.y -= vel_bal # se arriva in cima rimbalza in basso if ball.y < 10: ball_y = 'down' # se va a destra aumenta x if ball_x == "right": ball.x += vel_bal # a 480 rimbalza verso sinistra if ball.x > 480: ball_x = "left" gfxdraw.filled_circle(screen, ball.x, ball.y, 5, GREEN) self.rect = pygame.Rect(self.x, self.y, 10, 10) def collision(): global ball, bar, ball_y, ball_x if ball.rect.colliderect(bar): print("Collision detected") ball_y = "up" print(ball_y) print(ball.y) speed_up() for n, brick in enumerate(bricks): if ball.rect.colliderect(brick): print("You hit a brick") if ball_y == "up": if ball.y == (brick.y + 20 - vel_bal) : ball_y = "down" else: if ball_x == "left": ball_x = "right" else: ball_x = "left" else: if ball.y <= brick.y: ball_y = "up" else: if ball_x == "left": ball_x = "right" else: ball_x = "left" bricks.pop(n) if bricks == []: pygame.quit() sys.exit() if ball.y > 500: ball.xb, ball.y = 500, 300 def exit(event): global loop if event.type == pygame.QUIT: loop = 0 if event.type == pygame.KEYUP: if event.key == pygame.K_ESCAPE: loop = 0 return loop def speed_up(): global bar, vel_bal bar.x = pygame.mouse.get_pos()[0] if (startx - bar.x) > 0: ball_x = "right" else: ball_x = "left" # vel_bal = 3 # print("Speed up") def create_bricks(): "The bricks scheme" blist = """ 11001 11111 01111 01010 """.splitlines()[1:] bricks = [] h = 30 w = 0 for line in blist: for brick in line: if brick == "1": bricks.append(Brick(20 + w * 100, h)) w += 1 if w == 5: w = 0 h += 50 return bricks def show_bricks(): for brick in bricks: brick.update() BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN = (0, 255, 0) ball_x = 'left' ball_y = 'down' scorep1 = 0 scorep2 = 0 vel_bal = 2 pygame.init() 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, 100) bricks = create_bricks() background = pygame.image.load("img\\background.png") pygame.mouse.set_visible(False) loop = 1 while loop: screen.blit(background, (0, 0)) keys = pygame.key.get_pressed() for event in pygame.event.get(): loop = exit(event) posx = pygame.mouse.get_pos()[0] if posx > 10 and posx < 430: bar.x = pygame.mouse.get_pos()[0] pygame.mouse.set_pos([bar.x, bar.y]) # if pygame.mouse.get_pos()[0] < 10: # pygame.mouse.set_pos([10, 500]) ball.update() bar.update() collision() startx = bar.x show_bricks() pygame.display.update() clock.tick(120) pygame.quit()
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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