Brick Breaker Game with Pygame
In this article, you will get the source code of a very interesting game i.e. Brick Breaker Game. Share the article if you like the content and it helps you in your coding journey. If you have any doubt in the code, you can ask it in comments below.
We have to control the paddle with left right arrow keys and prevent the ball to hit the bottom of the game window. It is very fun to play the game.
Let's create our Brick Breaker Game with Pygame. Here is the source code for the game.
Note - Find a nice Brick - ball collision sound from the internet and download it in .wav format. Place this sound in the same directory where you place this python file. Then your game will start.
1) Install Pygame
If Pygame is not installed on your computer install it using the below command.
pip install pygame
2) After that create a .py file and paste the following code in that.
import pygame
from pygame.locals import *
from pygame import mixer
#Initializing modules
pygame.init()
mixer.init()
#Screen variables
screen_width = 600
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Arkanoid Game")
#Ball Bounce Sound - Present in the same directory where this python file is present
bounce_fx = pygame.mixer.Sound("./bounce.wav")
pygame.mixer.music.set_volume(1)
#Define font
font = pygame.font.SysFont('Constantia', 30)
font2 = pygame.font.SysFont('Algerian', 30)
#define colors
bg = (0,5,0)
#block_colors
block_red = (243, 70 ,70)
block_green = (70, 243, 70)
block_blue = (70,70,243)
#paddle color
paddle_col = (248,255,28)
paddle_outline = (200,100,100)
#Text color
text_col = (20,20,240)
score_col = (20,200,20)
#defining game variables
column = 6
rows = 6
clock = pygame.time.Clock()
fps = 60
live_ball = False
game_over = 0
score = 0
#Fuction for displaying text on screen
def draw_text(text, font, text_col, x,y):
img = font.render(text, True, text_col)
screen.blit(img, (x, y))
#brick wall class
class wall():
def __init__(self):
self.width = screen_width // column
self.height = 50
def create_wall(self):
self.blocks = []
#Defining an empty list for a individual block
block_individual = []
for row in range(rows):
#Reset the block row list
block_row = []
#iterate through each coloumn
for col in range(column):
#generate x and y position for each block and create rectangle
block_x = col * self.width
block_y = row * self.height
rect = pygame.Rect(block_x, block_y, self.width, self.height)
if row < 2:
strength = 3
elif row < 4 :
strength = 2
elif row < 6 :
strength = 1
#create a list at this point to store the rect and color
block_individual= [rect , strength]
#appending individual block to block row
block_row.append(block_individual)
#Appending the row in overall block list
self.blocks.append(block_row)
def draw_wall(self):
for row in self.blocks:
for block in row:
#Assigning color according to strength
if block[1]== 3:
block_col = block_blue
elif block[1]== 2:
block_col = block_green
elif block[1]== 1:
block_col = block_red
pygame.draw.rect(screen, block_col, block[0])
pygame.draw.rect(screen , bg, (block[0]), 2)
class paddle():
def __init__(self):
self.reset()
def move(self):
#reset movement direction
self.direction = 0
key = pygame.key.get_pressed()
if key[pygame.K_LEFT] and self.rect.left > 0:
self.rect.x -= self.speed
self.direction = -1
if key[pygame.K_RIGHT] and self.rect.right < screen_width:
self.rect.x += self.speed
self.direction = 1
def draw(self):
pygame.draw.rect(screen, paddle_col, self.rect)
pygame.draw.rect(screen, paddle_outline, self.rect, 3)
def reset(self):
#Defining Paddle variables
self.height = 20
self.width = int(screen_width/ column)
self.x = int((screen_width/2) - (self.width/2))
self.y = screen_height - (self.height * 2)
self.speed = 6
self.rect = Rect(self.x, self.y, self.width, self.height)
self.direction = 0
#Class ball
class game_ball():
def __init__(self,x, y):
self.reset(x, y)
def move(self, score):
#Collison Threshold - Distance when we will consider that collison has occured
Collison_thresh = 5
#Start off with the assumption that wall has destroyed completely
wall_destroyed = 1
row_count = 0
for row in wall.blocks:
item_count = 0
for item in row:
#Check Collison
if self.rect.colliderect(item[0]):
bounce_fx.play()
self.score += 10
#Check if collison is from above
if abs(self.rect.bottom - item[0].top) < Collison_thresh and self.speed_y > 0:
self.speed_y *= -1
#Check if collison is from below
if abs(self.rect.top - item[0].bottom) < Collison_thresh and self.speed_y < 0:
self.speed_y *= -1
#Check if collison is from left
if abs(self.rect.right - item[0].left) < Collison_thresh and self.speed_x > 0:
self.speed_y *= -1
#Check if collison is from right
if abs(self.rect.left - item[0].right) < Collison_thresh and self.speed_x < 0:
self.speed_y *= -1
#Reduce the block strength
if wall.blocks[row_count][item_count][1] >1:
wall.blocks[row_count][item_count][1] -= 1
else:
wall.blocks[row_count][item_count][0] = (0,0,0,0)
#Check if block still exists, in which case wall is not destroyed
if wall.blocks[row_count][item_count][0] != (0,0,0,0) :
wall_destroyed = 0
#Increase item counter
item_count += 1
#Increase row count
row_count += 1
#After Iterating through all the walls, check if wall is destroyed
if wall_destroyed == 1:
self.game_over = 1
#Check for collison with blocks
if self.rect.left < 0 or self.rect.right > screen_width:
self.speed_x *= -1
bounce_fx.play()
#Check for collison with top and bottom
if self.rect.top< 0 :
self.speed_y *= -1
if self.rect.bottom > screen_height :
self.game_over = -1
#Checking collison with paddle
if self.rect.colliderect(player_paddle):
bounce_fx.play()
#Check if colliding from top
if abs(self.rect.bottom - player_paddle.rect.top) < Collison_thresh and self.speed_y > 0 :
self.speed_y *= -1
else:
self.speed_x *= -1
self.rect.x += self.speed_x
self.rect.y += self.speed_y
return self.game_over
#return self.score
def draw(self):
pygame.draw.circle(screen, paddle_col, (self.rect.x + self.ball_rad, self.rect.y + self.ball_rad ), self.ball_rad)
pygame.draw.circle(screen, paddle_outline, (self.rect.x + self.ball_rad, self.rect.y + self.ball_rad ), self.ball_rad, 1)
def reset(self, x, y):
self.ball_rad = 10
self.x = x - self.ball_rad
self.y = y
self.rect = Rect(self.x, self.y, self.ball_rad * 2, self.ball_rad * 2)
self.speed_x = 4
self.speed_y = -4
self.speed_max = 5
self.game_over = 0
self.score = 0
#Create wall
wall = wall()
wall.create_wall()
#Create paddle
player_paddle = paddle()
#Create ball
ball = game_ball(player_paddle.x + (player_paddle.width//2), player_paddle.y - player_paddle.height)
run = True
while run:
clock.tick(fps)
screen.fill(bg)
#draw all objects
wall.draw_wall()
player_paddle.draw()
ball.draw()
if live_ball:
#draw paddle
player_paddle.move()
#draw ball
game_over = ball.move(score)
if game_over != 0:
live_ball = False
#Print player instructions
if not live_ball:
if game_over == 0:
draw_text('CLICK ANYWHERE TO START', font , text_col, 100, screen_height // 2 + 100)
elif game_over == 1:
draw_text('YOU WON', font , text_col, 240, screen_height // 2 + 50)
draw_text('CLICK ANYWHERE TO START', font , text_col, 100, screen_height // 2 + 100)
elif game_over == -1:
draw_text('YOU LOST', font , text_col, 240, screen_height // 2 + 50)
draw_text('CLICK ANYWHERE TO START', font , text_col, 100, screen_height // 2 + 100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN and live_ball == False:
live_ball = True
ball.reset(player_paddle.x + (player_paddle.width//2), player_paddle.y - player_paddle.height)
player_paddle.reset()
wall.create_wall()
score = ball.score
draw_text(f"{score}", font2 , score_col, 50 , screen_height - 50)
pygame.display.update()
pygame.quit()
3) Place that bounce sound file in same directory where you created the python file.4) Now, run the code. BOOM!! Your Brick Breaker is ready to play.
I hope you liked the article and it would have helped you. If any query feel free to ask in comments.
Enjoy Coding!!!
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