<-- Back to list of examples breakout_simple.py 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 """ Sample Breakout Game Sample Python/Pygame Programs Simpson College Computer Science http://programarcadegames.com/ http://simpson.edu/computer-science/ """ # --- Import libraries used for this program import math import pygame # Define some colors black = (0, 0, 0) white = (255, 255, 255) blue = (0, 0, 255) # Size of break-out blocks block_width = 23 block_height = 15 class Block(pygame.sprite.Sprite): """This class represents each block that will get knocked out by the ball It derives from the "Sprite" class in Pygame """ def __init__(self, color, x, y): """ Constructor. Pass in the color of the block, and its x and y position. """ # Call the parent class (Sprite) constructor super().__init__() # Create the image of the block of appropriate size # The width and height are sent as a list for the first parameter. self.image = pygame.Surface([block_width, block_height]) # Fill the image with the appropriate color self.image.fill(color) # Fetch the rectangle object that has the dimensions of the image self.rect = self.image.get_rect() # Move the top left of the rectangle to x,y. # This is where our block will appear.. self.rect.x = x self.rect.y = y class Ball(pygame.sprite.Sprite): """ This class represents the ball It derives from the "Sprite" class in Pygame """ # Speed in pixels per cycle speed = 10.0 # Floating point representation of where the ball is x = 0.0 y = 180.0 # Direction of ball (in degrees) direction = 200 width = 10 height = 10 # Constructor. Pass in the color of the block, and its x and y position def __init__(self): # Call the parent class (Sprite) constructor super().__init__() # Create the image of the ball self.image = pygame.Surface([self.width, self.height]) # Color the ball self.image.fill(white) # Get a rectangle object that shows where our image is self.rect = self.image.get_rect() # Get attributes for the height/width of the screen self.screenheight = pygame.display.get_surface().get_height() self.screenwidth = pygame.display.get_surface().get_width() def bounce(self, diff): """ This function will bounce the ball off a horizontal surface (not a vertical one) """ self.direction = (180 - self.direction) % 360 self.direction -= diff def update(self): """ Update the position of the ball. """ # Sine and Cosine work in degrees, so we have to convert them direction_radians = math.radians(self.direction) # Change the position (x and y) according to the speed and direction self.x += self.speed * math.sin(direction_radians) self.y -= self.speed * math.cos(direction_radians) # Move the image to where our x and y are self.rect.x = self.x self.rect.y = self.y # Do we bounce off the top of the screen? if self.y <= 0: self.bounce(0) self.y = 1 # Do we bounce off the left of the screen? if self.x <= 0: self.direction = (360 - self.direction) % 360 self.x = 1 # Do we bounce of the right side of the screen? if self.x > self.screenwidth - self.width: self.direction = (360 - self.direction) % 360 self.x = self.screenwidth - self.width - 1 # Did we fall off the bottom edge of the screen? if self.y > 600: return True else: return False class Player(pygame.sprite.Sprite): """ This class represents the bar at the bottom that the player controls. """ def __init__(self): """ Constructor for Player. """ # Call the parent's constructor super().__init__() self.width = 75 self.height = 15 self.image = pygame.Surface([self.width, self.height]) self.image.fill((white)) # Make our top-left corner the passed-in location. self.rect = self.image.get_rect() self.screenheight = pygame.display.get_surface().get_height() self.screenwidth = pygame.display.get_surface().get_width() self.rect.x = 0 self.rect.y = self.screenheight-self.height def update(self): """ Update the player position. """ # Get where the mouse is pos = pygame.mouse.get_pos() # Set the left side of the player bar to the mouse position self.rect.x = pos[0] # Make sure we don't push the player paddle # off the right side of the screen if self.rect.x > self.screenwidth - self.width: self.rect.x = self.screenwidth - self.width # Call this function so the Pygame library can initialize itself pygame.init() # Create an 800x600 sized screen screen = pygame.display.set_mode([800, 600]) # Set the title of the window pygame.display.set_caption('Breakout') # Enable this to make the mouse disappear when over our window pygame.mouse.set_visible(0) # This is a font we use to draw text on the screen (size 36) font = pygame.font.Font(None, 36) # Create a surface we can draw on background = pygame.Surface(screen.get_size()) # Create sprite lists blocks = pygame.sprite.Group() balls = pygame.sprite.Group() allsprites = pygame.sprite.Group() # Create the player paddle object player = Player() allsprites.add(player) # Create the ball ball = Ball() allsprites.add(ball) balls.add(ball) # The top of the block (y position) top = 80 # Number of blocks to create blockcount = 32 # --- Create blocks # Five rows of blocks for row in range(5): # 32 columns of blocks for column in range(0, blockcount): # Create a block (color,x,y) block = Block(blue, column * (block_width + 2) + 1, top) blocks.add(block) allsprites.add(block) # Move the top of the next row down top += block_height + 2 # Clock to limit speed clock = pygame.time.Clock() # Is the game over? game_over = False # Exit the program? exit_program = False # Main program loop while not exit_program: # Limit to 30 fps clock.tick(30) # Clear the screen screen.fill(black) # Process the events in the game for event in pygame.event.get(): if event.type == pygame.QUIT: exit_program = True # Update the ball and player position as long # as the game is not over. if not game_over: # Update the player and ball positions player.update() game_over = ball.update() # If we are done, print game over if game_over: text = font.render("Game Over", True, white) textpos = text.get_rect(centerx=background.get_width()/2) textpos.top = 300 screen.blit(text, textpos) # See if the ball hits the player paddle if pygame.sprite.spritecollide(player, balls, False): # The 'diff' lets you try to bounce the ball left or right # depending where on the paddle you hit it diff = (player.rect.x + player.width/2) - (ball.rect.x+ball.width/2) # Set the ball's y position in case # we hit the ball on the edge of the paddle ball.rect.y = screen.get_height() - player.rect.height - ball.rect.height - 1 ball.bounce(diff) # Check for collisions between the ball and the blocks deadblocks = pygame.sprite.spritecollide(ball, blocks, True) # If we actually hit a block, bounce the ball if len(deadblocks) > 0: ball.bounce(0) # Game ends if all the blocks are gone if len(blocks) == 0: game_over = True # Draw Everything allsprites.draw(screen) # Flip the screen and show what we've drawn pygame.display.flip() pygame.quit() Copyright © 2017 English version by Paul Vincent Craven Spanish version by Antonio Rodríguez Verdugo Russian version by Vladimir Slav Turkish version by Güray Yildirim Portuguese version by Armando Marques Sobrinho and Tati Carvalho Dutch version by Frank Waegeman Hungarian version by Nagy Attila Finnish version by Jouko Järvenpää French version by Franco Rossi Korean version by Kim Zeung-Il Chinese version by Kai Lin