We will make a program where you get points when a ball hits a brick. The score will show on the screen.
Here is what a blank game window looks like:
We will make a program where you get points when a ball hits a brick. The score will show on the screen.
Here is what a blank game window looks like:
Now, let's run the tests to see what needs fixing.
Run this command in your terminal:
pytest module-1.3/blueprint-5/quest-20
You should see these tests failing:
test_score_update_on_collision
test_score_increase_and_text_update
Now, let's write the code for score.py
.
This file will help keep track of your score. You will need to add points to the score when something happens in the game.
Here is a general example of how you might add to a score:
class GameScore:
def __init__(self):
self.current_score = 0
def add_points(self, points_to_add):
self.current_score += points_to_add
# Example usage:
# my_game_score = GameScore()
# my_game_score.add_points(10)
# print(my_game_score.current_score) # Output: 10
Now, let's write the code for main.py
.
In main.py
, you will check if the ball hits a brick. If it does, you will add points to the score and make the ball bounce.
Here are some general examples of how you might check for collisions and update the score:
import pygame
class Ball:
def __init__(self, speed_y):
self.speed_y = speed_y
self.rect = pygame.Rect(0,0,10,10) # Example rect
class Brick:
def __init__(self):
self.rect = pygame.Rect(0,0,20,20) # Example rect
# Example: Check for collision between ball and a group of bricks
# all_bricks = pygame.sprite.Group()
# hit_bricks = pygame.sprite.spritecollide(ball, all_bricks, True) # True removes brick
# for brick in hit_bricks:
# score_display.increase(10) # Add points
# ball.speed_y = -ball.speed_y # Make ball bounce
# Example: Reversing ball direction
# ball_speed_y = 5
# ball_speed_y = -ball_speed_y # Now it's -5
Now that you've written your code, let's run the tests one more time.
Run this command in your terminal:
pytest module-1.3/blueprint-5/quest-20
You should see all tests passing:
test_score_update_on_collision
test_score_increase_and_text_update
Pygame allows you to render text onto the screen using fonts. This is essential for displaying information like scores, lives, or game messages.
The process involves:
pygame.init()
, but pygame.font.init()
is specific).Font
object.Surface
.Rect
for the text surface to position it.import pygame
# Example: Font creation
# Use None for the default font, specify size
font = pygame.font.Font(None, 36)
# Example: Rendering text
# Arguments: text string, anti-aliasing (True/False), color
text_surface = font.render("Hello, Pygame!", True, (255, 255, 255)) # White text
# Example: Positioning text
text_rect = text_surface.get_rect()
text_rect.topleft = (10, 10) # Position at (10, 10)
# Example: Drawing text (inside the game loop)
# screen.fill((0, 0, 0)) # Fill background
# screen.blit(text_surface, text_rect)
# pygame.display.flip()
[Image/Gif: Show a simple Pygame window with static text rendered in the corner.]
Game state refers to the current condition of the game, such as the player's score, remaining lives, or the game's overall status (playing, paused, game over). These are typically stored in variables.
To update the display of these variables, you need to:
# Example: Initial state
score = 0
lives = 3
# Example: Updating state based on an event (inside game logic)
# if collision_with_brick:
# score += 10
# if ball_went_off_bottom:
# lives -= 1
# Example: Re-rendering text after state change (inside game logic or drawing)
# Assuming 'font' and 'screen' are defined
score_text_surface = font.render(f"Score: {score}", True, (255, 255, 255))
lives_text_surface = font.render(f"Lives: {lives}", True, (255, 255, 255))
# Example: Drawing updated text (inside drawing phase)
# screen.blit(score_text_surface, (10, 10))
# screen.blit(lives_text_surface, (screen_width - lives_text_surface.get_width() - 10, 10))
[Image/Gif: Show a score counter incrementing or a lives counter decrementing.]
Game logic often depends on specific conditions being met. For example, a score should only increase when a collision occurs, or a life should only be lost when the ball goes off-screen. if
statements are used to check these conditions and execute code accordingly.
Common conditions involve checking:
sprite.rect.colliderect(other_sprite.rect)
).ball.rect.bottom >= screen_height
).if lives <= 0
).# Example: Checking for ball going off bottom (inside game logic)
# Assuming 'ball' object and 'screen_height' constant exist
if ball.rect.bottom > screen_height:
# This condition is true when the ball is below the screen
print("Ball missed!")
# Trigger actions like losing a life and resetting the ball
# lives -= 1
# ball.reset_position()
# Example: Checking for collision (inside game logic)
# Assuming 'ball' and 'paddle' objects exist
if ball.rect.colliderect(paddle.rect):
print("Ball hit paddle!")
# Trigger actions like bouncing the ball
# ball.speed_y *= -1
[Image/Gif: Show a ball hitting the bottom edge and disappearing, or hitting a paddle and bouncing.]
For games with distinct phases (like a title screen, playing, game over), a simple state machine can manage which logic and drawing code runs. A variable (e.g., game_state
) holds the current state, and if/elif/else
statements control the flow.
# Example: Initializing state
game_state = 'playing' # Possible states: 'playing', 'game_over'
# Example: State transition (inside game logic)
# if lives <= 0:
# game_state = 'game_over'
# Example: Logic and Drawing based on state (inside main loop)
# if game_state == 'playing':
# # Update ball, paddle, check collisions, etc.
# ball.move()
# paddle.move(keys)
# # ... collision checks ...
#
# # Draw playing elements
# screen.fill(BLACK)
# ball.draw(screen)
# paddle.draw(screen)
# # ... draw bricks, score, lives ...
#
# elif game_state == 'game_over':
# # Stop movement (implicitly done by not calling move() above)
#
# # Draw game over screen
# screen.fill(BLACK)
# # ... draw 'GAME OVER' text, final score ...
[Image/Gif: Show a transition from the active game screen to a static "GAME OVER" screen.]
A complete game loop combines all the elements: event handling, updating game state variables, moving objects, checking collisions, managing game state transitions, and drawing everything to the screen. The main loop iterates continuously, performing these steps in order for each frame.
The structure typically looks like:
# Initialize Pygame, screen, clock, game state, objects
# Main game loop
running = True
while running:
# 1. Event Handling (check for quit, key presses)
for event in pygame.event.get():
# ... handle events ...
# 2. Game Logic (based on current state)
# if game_state == 'playing':
# Update object positions (ball.move(), paddle.move())
# Check collisions (ball-paddle, ball-brick)
# Update score/lives based on collisions/misses
# Check for win/lose conditions and update game_state
# elif game_state == 'game_over':
# Handle game over screen logic (e.g., wait for restart input)
# 3. Drawing
screen.fill(background_color)
# if game_state == 'playing':
# Draw all active game objects (paddle, ball, bricks)
# Draw score and lives text
# elif game_state == 'game_over':
# Draw game over message and final score
# 4. Update Display
pygame.display.flip()
# 5. Control Frame Rate
clock.tick(FPS)
# Quit Pygame
[Image/Gif: Show a full, simple Breakout game loop running.]
pygame.mixer
Sound effects enhance the game experience by providing audio feedback for events like collisions.
Steps to add sound:
pygame.mixer.init()
). This is separate from pygame.init()
..wav
, .ogg
, etc.) into a Sound
object (pygame.mixer.Sound("path/to/sound.wav")
). It's good practice to handle potential errors if the file is missing.sound_object.play()
).import pygame
# Example: Initialize mixer (after pygame.init())
# pygame.init()
pygame.mixer.init()
# Example: Load sound file
try:
bounce_sound = pygame.mixer.Sound("assets/bounce.wav")
except pygame.error as e:
print(f"Could not load sound file: {e}")
# Create a dummy object if loading fails to prevent crashes
class DummySound:
def play(self): pass
bounce_sound = DummySound()
# Example: Play sound on event (inside game logic)
# if ball.rect.colliderect(paddle.rect):
# ball.speed_y *= -1
# bounce_sound.play() # Play the sound here
[Image/Gif: Show a visual representation of a sound wave playing when a collision happens.]
Refactoring is the process of restructuring existing computer code without changing its external behavior. The goal is to improve nonfunctional attributes of the software, such as readability, maintainability, and simplicity.
Common refactoring techniques include:
# Example: Before Refactoring (simplified)
# def calculate_total(prices, tax, discount_percent):
# subtotal = 0
# for p in prices:
# subtotal += p
# discount_amount = subtotal * (discount_percent / 100)
# discounted_total = subtotal - discount_amount
# tax_amount = discounted_total * tax
# final_price = discounted_total + tax_amount
# return final_price
# Example: After Refactoring (using extracted functions and better names)
# DEFAULT_TAX_RATE = 0.08
# DEFAULT_DISCOUNT_PERCENTAGE = 10
# def calculate_subtotal(item_prices):
# """Calculates the sum of all item prices."""
# return sum(item_prices)
# def apply_discount(amount, discount_percentage):
# """Applies a discount to a given amount."""
# discount_amount = amount * (discount_percentage / 100.0)
# return amount - discount_amount
# def apply_tax(amount, tax_rate):
# """Applies tax to a given amount."""
# tax_amount = amount * tax_rate
# return amount + tax_amount
# def process_order(item_prices, tax_rate=DEFAULT_TAX_RATE, discount_percentage=DEFAULT_DISCOUNT_PERCENTAGE):
# """Processes a customer's order."""
# subtotal = calculate_subtotal(item_prices)
# discounted_total = apply_discount(subtotal, discount_percentage)
# final_price = apply_tax(discounted_total, tax_rate)
# return final_price
Refactoring makes code easier to understand, test, and modify in the future. It's an ongoing process, not a one-time task.