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added a brickout-game in pygame + uml digramm
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I added a brickout-game in pygame + uml diagram for representing the classes and its relations.
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Christian Bender authored Jan 26, 2018
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13 changes: 13 additions & 0 deletions brickout-game/README.md
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# Brickout-Game in pygame

This is a simple brickout-game. It's includes ball, paddle, brick wall
and additional collision detection between this objects. Furthermore logic for winning and losing and
scoring. The game is written in **Python 2**.

You start the game with ```python game.py```

The game runs with 60 frames per second.

I used a code sample for the basic structure of pygame from this site [http://programarcadegames.com/](http://programarcadegames.com/)
The site contains a comprehensive introduction in Python and Pygame. In addition many many examples.

342 changes: 342 additions & 0 deletions brickout-game/brickout-game.py
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"""
Pygame base template for opening a window
Sample Python/Pygame Programs
Simpson College Computer Science
http://programarcadegames.com/
http://simpson.edu/computer-science/
Explanation video: http://youtu.be/vRB_983kUMc
-------------------------------------------------
Author for the Brickout game is Christian Bender
That includes the classes Ball, Paddle, Brick, and BrickWall.
"""

import pygame


# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)

pygame.init()

# Set the width and height of the screen [width, height]
size = (700, 500)
screen = pygame.display.set_mode(size)

"""
This is a simple Ball class for respresenting a ball
in the game.
"""
class Ball(object):
def __init__ (self, screen, radius,x,y):
self.__screen = screen
self._radius = radius
self._xLoc = x
self._yLoc = y
self.__xVel = 5
self.__yVel = -3
w, h = pygame.display.get_surface().get_size()
self.__width = w
self.__height = h
def draw(self):
"""
draws the ball onto screen.
"""
pygame.draw.circle(screen,(255, 0, 0) , (self._xLoc,self._yLoc), self._radius)
def update(self, paddle, brickwall):
"""
moves the ball at the screen.
contains some collision detection.
"""
self._xLoc += self.__xVel
self._yLoc += self.__yVel
if self._xLoc == self._radius:
self.__xVel *= -1
elif self._xLoc >= self.__width - self._radius:
self.__xVel *= -1
if self._yLoc == self._radius:
self.__yVel *= -1
elif self._yLoc >= self.__height - self._radius:
return True

# for bouncing off the bricks.
if brickwall.collide(self):
self.__yVel *= -1

# collision deection between ball and paddle
paddleX = paddle._xLoc
paddleY = paddle._yLoc
paddleW = paddle._width
paddleH = paddle._height
ballX = self._xLoc
ballY = self._yLoc

if ((ballX + self._radius) >= paddleX and ballX <= (paddleX + paddleW)) \
and ((ballY + self._radius) >= paddleY and ballY <= (paddleY + paddleH)):
self.__yVel *= -1

return False


"""
Simple class for representing a paddle
"""
class Paddle (object):
def __init__ (self, screen, width, height,x,y):
self.__screen = screen
self._width = width
self._height = height
self._xLoc = x
self._yLoc = y
w, h = pygame.display.get_surface().get_size()
self.__W = w
self.__H = h
def draw(self):
"""
draws the paddle onto screen.
"""
pygame.draw.rect(screen, (0,0,0), (self._xLoc,self._yLoc,self._width,self._height),0)
def update(self):
"""
moves the paddle at the screen via mouse
"""
x,y = pygame.mouse.get_pos()
if x >= 0 and x <= (self.__W - self._width):
self._xLoc = x

"""
This class represents a simple Brick class.
For representing bricks onto screen.
"""
class Brick (pygame.sprite.Sprite):
def __init__(self, screen, width, height, x,y):
self.__screen = screen
self._width = width
self._height = height
self._xLoc = x
self._yLoc = y
w, h = pygame.display.get_surface().get_size()
self.__W = w
self.__H = h
self.__isInGroup = False
def draw(self):
"""
draws the brick onto screen.
color: rgb(56, 177, 237)
"""
pygame.draw.rect(screen, (56, 177, 237), (self._xLoc,self._yLoc,self._width,self._height),0)
def add (self, group):
"""
adds this brick to a given group.
"""
group.add(self)
self.__isInGroup = True
def remove(self, group):
"""
removes this brick from the given group.
"""
group.remove(self)
self.__isInGroup = False
def alive(self):
"""
returns true when this brick is belong to the brick wall.
otherwise false
"""
return self.__isInGroup

def collide(self, ball):
"""
collision deection between ball and this brick
"""
brickX = self._xLoc
brickY = self._yLoc
brickW = self._width
brickH = self._height
ballX = ball._xLoc
ballY = ball._yLoc
radius = ball._radius

if ((ballX + radius) >= brickX and ballX <= (brickX + brickW)) \
and ((ballY + radius) >= brickY and ballY <= (brickY + brickH)):
return True

return False


"""
This is a simple class for representing a
brick wall.
"""
class BrickWall (pygame.sprite.Group):
def __init__ (self,screen, x, y, width, height):
self.__screen = screen
self._x = x
self._y = y
self._width = width
self._height = height
self._bricks = []

X = x
Y = y
for i in range(3):
for j in range(4):
self._bricks.append(Brick(screen,width,height,X,Y))
X += width + (width/ 7.0)
Y += height + (height / 7.0)
X = x

def add(self,brick):
"""
adds a brick to this BrickWall (group)
"""
self._bricks.append(brick)
def remove(self,brick):
"""
removes a brick from this BrickWall (group)
"""
self._bricks.remove(brick)
def draw(self):
"""
draws all bricks onto screen.
"""
for brick in self._bricks:
if brick != None:
brick.draw()
def update(self, ball):
"""
checks collision between ball and bricks.
"""
for i in range(len(self._bricks)):
if ((self._bricks[i] != None) and self._bricks[i].collide(ball)):
self._bricks[i] = None

# removes the None-elements from the brick list.
for brick in self._bricks:
if brick == None:
self._bricks.remove(brick)
def hasWin(self):
"""
Has player win the game?
"""
return len(self._bricks) == 0
def collide (self, ball):
"""
check collisions between the ball and
any of the bricks.
"""
for brick in self._bricks:
if brick.collide(ball):
return True
return False

# The game objects ball, paddle and brick wall
ball = Ball(screen,25,350,250)
paddle = Paddle(screen,100,20,250,450)
brickWall = BrickWall(screen,25,25,150,50)

isGameOver = False # determines whether game is lose
gameStatus = True # game is still running

score = 0 # score for the game.

pygame.display.set_caption("Brickout-game")

# Loop until the user clicks the close button.
done = False

# Used to manage how fast the screen updates
clock = pygame.time.Clock()

# for displaying text in the game
pygame.font.init() # you have to call this at the start,
# if you want to use this module.

# message for game over
mgGameOver = pygame.font.SysFont('Comic Sans MS', 60)

# message for winning the game.
mgWin = pygame.font.SysFont('Comic Sans MS', 60)

# message for score
mgScore = pygame.font.SysFont('Comic Sans MS', 60)

textsurfaceGameOver = mgGameOver.render('Game Over!', False, (0, 0, 0))
textsurfaceWin = mgWin.render("You win!",False,(0,0,0))
textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0))


# -------- Main Program Loop -----------
while not done:
# --- Main event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True

# --- Game logic should go here

# --- Screen-clearing code goes here

# Here, we clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.

# If you want a background image, replace this clear with blit'ing the
# background image.
screen.fill(WHITE)

# --- Drawing code should go here

"""
Because I use OOP in the game logic and the drawing code,
are both in the same section.
"""
if gameStatus:

# first draws ball for appropriate displaying the score.
brickWall.draw()

# for counting and displaying the score
if brickWall.collide(ball):
score += 10
textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0))
screen.blit(textsurfaceScore,(300,0))

# after scoring. because hit bricks are removed in the update-method
brickWall.update(ball)

paddle.draw()
paddle.update()

if ball.update(paddle, brickWall):
isGameOver = True
gameStatus = False

if brickWall.hasWin():
gameStatus = False

ball.draw()

else: # game isn't running.
if isGameOver: # player lose
screen.blit(textsurfaceGameOver,(0,0))
textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0))
screen.blit(textsurfaceScore,(300,0))
elif brickWall.hasWin(): # player win
screen.blit(textsurfaceWin,(0,0))
textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0))
screen.blit(textsurfaceScore,(300,0))

# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()

# --- Limit to 60 frames per second
clock.tick(60)

# Close the window and quit.
pygame.quit()
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