There is a python script to make your own Brick Breaker Game
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 (paddle.x + paddle.width >= ball.x >= paddle.x): return if not (ball.y + ball.radius >= paddle.y): return
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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 ba
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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)
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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()
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