Arkanoid 2.0 – infinite levels

The new version 2.0 of arkanoid madewith pygame. It has infinite levels, because they are randomly generated.

It also saves the highest score. There are some bugs to be fixed.

The bar can be raised for a certain amount. Now we have the score and the stage on the screen.

Github repository

New stages

The random new stages are made with this

def make_stages():
    blist= []
    for n in range(5):
        riga = [str(choice([0,1]))  for x in range(8)]
        print(riga)
        blist.append("".join(riga))
    return blist

 

# pong!
import pygame
from pygame import gfxdraw
import os
from random import choice

class Brick:
    "Draw Player 2"

    def __init__(self, x, y):
        self.x = x
        self.y = y
        # 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
        pygame.draw.rect(screen, GREEN, (self.x, self.y, 50, 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
        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:
                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 < 10:
                ball_y = 'down'
        # se va a destra aumenta x
        if ball_x == "right":
            ball.x += velx
            # a 480 rimbalza verso sinistra
            if ball.x > 480:
                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(s_coin)
        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):
            score += 20
            pygame.mixer.Sound.play(s_brick)
            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 == []:
                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())

    if ball.y > 500:
        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




def exit(event, loop):

    if event.type == pygame.QUIT:
        loop = 0
    if event.type == pygame.KEYUP:
        if event.key == pygame.K_ESCAPE:
            loop = 0
    return loop


def create_bricks(blist):
    "The bricks scheme"
    bricks = []
    h = 30
    w = 0
    for line in blist:
        for brick in line:
            if brick == "1":
                bricks.append(Brick(20 + w * 60, h))
            w += 1
            if w == 8:
                w = 0
                h += 30
    return bricks


def show_bricks():
    for brick in bricks:
        brick.update()

stage = 0
lives = 3


def make_stages():
    blist= []
    for n in range(5):
        riga = [str(choice([0,1]))  for x in range(8)]
        print(riga)
        blist.append("".join(riga))
    return blist

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)
# ===================================
s_coin = pygame.mixer.Sound('sound\\coin.wav')
s_out = pygame.mixer.Sound('sound\\out.wav')
s_brick = pygame.mixer.Sound('sound\\brick.wav')
s_ready = pygame.mixer.Sound('sound\\GetReady1.wav')
s_over = pygame.mixer.Sound('sound\\GameOver1.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", 24)
scoremax = 0

def update_fps():
    global score, scoremax

    fps = f"Score: {score} Max: {scoremax} Lives: {lives} Stage: {stage}"
    fps_text = font.render(fps, 0, pygame.Color("coral"))
    return fps_text


def mainloop():
    global startx, mousedir, diff
    pygame.mixer.Sound.play(s_ready)
    loop = 1
    while loop:
        screen.blit(background, (0, 0))
        screen.blit(update_fps(), (12, 10))
        # screen.fill((0, 0, 0))
        keys = pygame.key.get_pressed()
        for event in pygame.event.get():
            loop = exit(event, loop)
        # 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]

        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
        show_bricks()
        pygame.display.update()
        clock.tick(240)

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")

mainloop()

pygame.quit()



with open("score.txt", "w") as file:
    if scoremax < score:
        file.write(str(score))

 

 

1.1 – Pong the father of Arkanoid

Pong v. 1.0 – Pygame example

1.2 – Starting arkanoid… from pong

Arkanoid… let’s make it better…

1.3 – Adding background

ArkaPyGame 1.3 – Adding a background

1.4 – Collision detection

ArkaPygame 1.4 – Collision detected

1.5 – Bricks collisions

Arkanoid in pygame part 5

1.6 – Still on Collisions

Arkanoid part 6 – Still on bricks collision

1.7 – Fixed strange bouncing

Arkanoid 1.7 – Fixed strange bouncing

1.8 – How to destroy the bricks

Arkanoid 1.8 – First stage almost complete: destroy bricks

1.9 – More levels

Arkanoid 1.9 – more stages

2.1 – Infinite level generator

Arkanoid 2.0 – infinite levels

2.3 – Sounds and faster frame rate tecnique

ArkaPyGame 2.1 – Arkanoid like game made with Pygame

2.5 – New nicer levels simmetric and in color and menus

Arkanoid-Pygame 2.5 – New levels and menu

2.6 – Keyboard control

ArkaGame 2.6 – Adding keyboard commands

2.7 – Mouse exclusive control

Arkanoid 2.7 with Pygame – Mouse control

2.xxx – Tiny version

TinyArka – “Mini” version of Arkanoid with pygame

5.0 – Arkagame: 5 different versions

Breakout / Arkanoid – 5 versions in one (pygame)

Github repository
https://github.com/formazione/arkapygame


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Started with basic on the spectrum, loved javascript in the 90ies and python in the 2000, now I am back with python, still making some javascript stuff when needed.