Merge pull request #431 from Khushi260/master

Added Brick Breaker
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Advaita Saha 2022-10-15 10:21:51 +05:30 committed by GitHub
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# Brick-Breaker-Python
Brick breaker game in which there is a ball that bounces of a platform to break a brick wall and the player has to keep the ball going by making sure the paddle is always there to bounce off the ball back.
The game will have three layers of bricks, and each layer of brick will have a different hit capacity, which means some bricks will break in a single hit, some will require a double hit and some will require three hits.

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import pygame
import math
pygame.init()
WIDTH, HEIGHT = 800, 600
win = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Brick Breaker")
FPS = 60
PADDLE_WIDTH = 100
PADDLE_HEIGHT = 15
BALL_RADIUS = 10
LIVES_FONT = pygame.font.SysFont("comicsans", 40)
class Paddle:
VEL = 5
def __init__(self, x, y, width, height, color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
def draw(self, win):
pygame.draw.rect(
win, self.color, (self.x, self.y, self.width, self.height))
def move(self, direction=1):
self.x = self.x + self.VEL * direction
class Ball:
VEL = 5
def __init__(self, x, y, radius, color):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.x_vel = 0
self.y_vel = -self.VEL
def move(self):
self.x += self.x_vel
self.y += self.y_vel
def set_vel(self, x_vel, y_vel):
self.x_vel = x_vel
self.y_vel = y_vel
def draw(self, win):
pygame.draw.circle(win, self.color, (self.x, self.y), self.radius)
class Brick:
def __init__(self, x, y, width, height, health, colors):
self.x = x
self.y = y
self.width = width
self.height = height
self.health = health
self.max_health = health
self.colors = colors
self.color = colors[0]
def draw(self, win):
pygame.draw.rect(
win, self.color, (self.x, self.y, self.width, self.height))
def collide(self, ball):
if not (ball.x <= self.x + self.width and ball.x >= self.x):
return False
if not (ball.y - ball.radius <= self.y + self.height):
return False
self.hit()
ball.set_vel(ball.x_vel, ball.y_vel * -1)
return True
def hit(self):
self.health -= 1
self.color = self.interpolate(
*self.colors, self.health/self.max_health)
@staticmethod
def interpolate(color_a, color_b, t):
# 'color_a' and 'color_b' are RGB tuples
# 't' is a value between 0.0 and 1.0
# this is a naive interpolation
return tuple(int(a + (b - a) * t) for a, b in zip(color_a, color_b))
def draw(win, paddle, ball, bricks, lives):
win.fill("white")
paddle.draw(win)
ball.draw(win)
for brick in bricks:
brick.draw(win)
lives_text = LIVES_FONT.render(f"Lives: {lives}", 1, "black")
win.blit(lives_text, (10, HEIGHT - lives_text.get_height() - 10))
pygame.display.update()
def ball_collision(ball):
if ball.x - BALL_RADIUS <= 0 or ball.x + BALL_RADIUS >= WIDTH:
ball.set_vel(ball.x_vel * -1, ball.y_vel)
if ball.y + BALL_RADIUS >= HEIGHT or ball.y - BALL_RADIUS <= 0:
ball.set_vel(ball.x_vel, ball.y_vel * -1)
def ball_paddle_collision(ball, paddle):
if not (ball.x <= paddle.x + paddle.width and ball.x >= paddle.x):
return
if not (ball.y + ball.radius >= paddle.y):
return
paddle_center = paddle.x + paddle.width/2
distance_to_center = ball.x - paddle_center
percent_width = distance_to_center / paddle.width
angle = percent_width * 90
angle_radians = math.radians(angle)
x_vel = math.sin(angle_radians) * ball.VEL
y_vel = math.cos(angle_radians) * ball.VEL * -1
ball.set_vel(x_vel, y_vel)
def generate_bricks(rows, cols):
gap = 2
brick_width = WIDTH // cols - gap
brick_height = 20
bricks = []
for row in range(rows):
for col in range(cols):
brick = Brick(col * brick_width + gap * col, row * brick_height +
gap * row, brick_width, brick_height, 2, [(0, 255, 0), (255, 0, 0)])
bricks.append(brick)
return bricks
def main():
clock = pygame.time.Clock()
paddle_x = WIDTH/2 - PADDLE_WIDTH/2
paddle_y = HEIGHT - PADDLE_HEIGHT - 5
paddle = Paddle(paddle_x, paddle_y, PADDLE_WIDTH, PADDLE_HEIGHT, "black")
ball = Ball(WIDTH/2, paddle_y - BALL_RADIUS, BALL_RADIUS, "black")
bricks = generate_bricks(3, 10)
lives = 3
def reset():
paddle.x = paddle_x
paddle.y = paddle_y
ball.x = WIDTH/2
ball.y = paddle_y - BALL_RADIUS
def display_text(text):
text_render = LIVES_FONT.render(text, 1, "red")
win.blit(text_render, (WIDTH/2 - text_render.get_width() /
2, HEIGHT/2 - text_render.get_height()/2))
pygame.display.update()
pygame.time.delay(3000)
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
break
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and paddle.x - paddle.VEL >= 0:
paddle.move(-1)
if keys[pygame.K_RIGHT] and paddle.x + paddle.width + paddle.VEL <= WIDTH:
paddle.move(1)
ball.move()
ball_collision(ball)
ball_paddle_collision(ball, paddle)
for brick in bricks[:]:
brick.collide(ball)
if brick.health <= 0:
bricks.remove(brick)
# lives check
if ball.y + ball.radius >= HEIGHT:
lives -= 1
ball.x = paddle.x + paddle.width/2
ball.y = paddle.y - BALL_RADIUS
ball.set_vel(0, ball.VEL * -1)
if lives <= 0:
bricks = generate_bricks(3, 10)
lives = 3
reset()
display_text("You Lost!")
if len(bricks) == 0:
bricks = generate_bricks(3, 10)
lives = 3
reset()
display_text("You Won!")
draw(win, paddle, ball, bricks, lives)
pygame.quit()
quit()
if __name__ == "__main__":
main()