What you will learn

In this chapter we add three types of animations to the game: a brick destruction effect (white flash then fade out), a trail behind the ball, and a glow on the paddle when the ball bounces off it.

The concept

Animation in a video game relies on time. Each effect has a lifetime: it starts, evolves each frame, then disappears. We use a timer that advances with dt to track progress.

The three animations in this chapter:

  • BrickShatter: the brick flashes white, then shrinks while becoming transparent.
  • BallTrail: a series of semi-transparent circles that follow the ball with a slight delay.
  • PaddleGlow: a luminous rectangle that appears around the paddle for a brief moment.

Step by step

1. Brick destruction animation

When a brick is destroyed, we create a BrickShatter object at its position. The animation goes through two phases: a fast white flash (30 pct of the duration), then a gradual fade with shrinking.

python
class BrickShatter:
    def __init__(self, rect, color):
        self.rect = pygame.Rect(rect)
        self.color = color
        self.timer = 0.0
        self.duration = 0.3
        self.alive = True

    def update(self, dt):
        self.timer += dt
        if self.timer >= self.duration:
            self.alive = False

    def draw(self, surface):
        progress = self.timer / self.duration
        if progress < 0.3:
            # Flash white
            flash = int(255 * (1 - progress / 0.3))
            ...

2. Ball trail

The trail records the last few positions of the ball in a list. Each frame, we draw circles with decreasing size and opacity for older positions.

python
class BallTrail:
    def __init__(self):
        self.positions = []

    def update(self, dt, ball_x, ball_y):
        self.positions.append((ball_x, ball_y))
        if len(self.positions) > TRAIL_LENGTH:
            self.positions.pop(0)

    def draw(self, surface):
        for i, (x, y) in enumerate(self.positions):
            ratio = (i + 1) / len(self.positions)
            alpha = int(80 * ratio)
            radius = max(1, int(BALL_RADIUS * ratio * 0.8))
            ...

3. Paddle glow

When the ball hits the paddle, we trigger the glow with paddle_glow.trigger(). The intensity decreases linearly over 0.2 seconds, creating a brief flash of light.

4. Integration into the loop

In the update phase, we update all animations. In the draw phase, we draw them between the bricks and the sprites.

python
# Update
ball_trail.update(dt, ball.float_x, ball.float_y)
paddle_glow.update(dt)
for anim in shatter_animations:
    anim.update(dt)
shatter_animations = [a for a in shatter_animations if a.alive]

# Draw
for anim in shatter_animations:
    anim.draw(screen)
ball_trail.draw(screen)
paddle_glow.draw(screen, paddle.rect)

Key takeaways

Tip: the key to good animation is the progress value (0 to 1). All visual properties (size, opacity, color) can be computed from this single value.

Common pitfall: creating SRCALPHA surfaces every frame is expensive. For more complex games, pre-compute animation frames.

Draw order: effects must be drawn in the right order. The trail goes under the ball, the glow goes under the paddle, the shatters go on top of bricks.

Complete code

python
"""Brick Breaker - Chapter 14: Animation"""
import pygame
import sys
import math
import array

pygame.init()
pygame.mixer.init(frequency=44100, size=-16, channels=1, buffer=512)

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
FPS = 60
BG_COLOR = (20, 20, 40)

PADDLE_WIDTH = 100
PADDLE_HEIGHT = 15
PADDLE_SPEED = 8

BALL_RADIUS = 8
BALL_BASE_SPEED = 300
BALL_SPEED_INCREMENT = 10

BRICK_ROWS = 6
BRICK_COLS = 10
BRICK_WIDTH = 70
BRICK_HEIGHT = 20
BRICK_PADDING = 5
BRICK_OFFSET_X = 30
BRICK_OFFSET_Y = 50

MAX_LIVES = 3

# Game states
STATE_MENU = 0
STATE_PLAYING = 1
STATE_PAUSED = 2
STATE_GAME_OVER = 3
STATE_YOU_WIN = 4

# Animation constants
TRAIL_LENGTH = 8
TRAIL_INTERVAL = 0.016
BRICK_SHATTER_DURATION = 0.3
PADDLE_GLOW_DURATION = 0.2


# ── Sound generation ────────────────────────────────────────────────

def generate_beep(frequency=440, duration_ms=100, volume=0.3):
    sample_rate = 44100
    n_samples = int(sample_rate * duration_ms / 1000)
    buf = array.array("h", [0] * n_samples)
    max_amp = int(32767 * volume)
    for i in range(n_samples):
        t = i / sample_rate
        value = int(max_amp * math.sin(2 * math.pi * frequency * t))
        fade_samples = min(500, n_samples // 4)
        if i >= n_samples - fade_samples:
            value = int(value * (n_samples - i) / fade_samples)
        buf[i] = value
    return pygame.mixer.Sound(buffer=buf)


snd_paddle = generate_beep(frequency=500, duration_ms=60, volume=0.3)
snd_wall = generate_beep(frequency=300, duration_ms=50, volume=0.2)
snd_brick = generate_beep(frequency=700, duration_ms=80, volume=0.3)
snd_lose_life = generate_beep(frequency=150, duration_ms=300, volume=0.4)
snd_game_over = generate_beep(frequency=100, duration_ms=500, volume=0.5)
snd_win = generate_beep(frequency=880, duration_ms=400, volume=0.4)


# ── Helper functions ────────────────────────────────────────────────

def rainbow_color(row, total_rows):
    hue = int(360 * row / total_rows)
    color = pygame.Color(0)
    color.hsva = (hue, 100, 100, 100)
    return (color.r, color.g, color.b)


# ── Animation classes ───────────────────────────────────────────────

class BrickShatter:
    """Brick shatter animation: flash white, then fade out."""

    def __init__(self, rect, color):
        self.rect = pygame.Rect(rect)
        self.color = color
        self.timer = 0.0
        self.duration = BRICK_SHATTER_DURATION
        self.alive = True

    def update(self, dt):
        self.timer += dt
        if self.timer >= self.duration:
            self.alive = False

    def draw(self, surface):
        progress = self.timer / self.duration
        if progress < 0.3:
            # Flash white
            flash = int(255 * (1 - progress / 0.3))
            r = min(255, self.color[0] + flash)
            g = min(255, self.color[1] + flash)
            b = min(255, self.color[2] + flash)
            alpha = 255
        else:
            # Fade out with shrinking
            fade = (progress - 0.3) / 0.7
            r, g, b = self.color
            alpha = int(255 * (1 - fade))

        if alpha <= 0:
            return

        # Shrink the rect during fade
        shrink = int(progress * 10)
        draw_rect = self.rect.inflate(-shrink * 2, -shrink * 2)
        if draw_rect.width <= 0 or draw_rect.height <= 0:
            return

        surf = pygame.Surface((draw_rect.width, draw_rect.height), pygame.SRCALPHA)
        surf.fill((r, g, b, alpha))
        surface.blit(surf, draw_rect.topleft)


class BallTrail:
    """Trail effect behind the ball: semi-transparent circles."""

    def __init__(self):
        self.positions = []
        self.timer = 0.0

    def update(self, dt, ball_x, ball_y):
        self.timer += dt
        if self.timer >= TRAIL_INTERVAL:
            self.timer -= TRAIL_INTERVAL
            self.positions.append((ball_x, ball_y))
            if len(self.positions) > TRAIL_LENGTH:
                self.positions.pop(0)

    def draw(self, surface):
        count = len(self.positions)
        for i, (x, y) in enumerate(self.positions):
            # Older positions are more transparent and smaller
            ratio = (i + 1) / count if count > 0 else 0
            alpha = int(80 * ratio)
            radius = max(1, int(BALL_RADIUS * ratio * 0.8))
            trail_surf = pygame.Surface((radius * 2, radius * 2), pygame.SRCALPHA)
            pygame.draw.circle(trail_surf, (100, 100, 255, alpha),
                               (radius, radius), radius)
            surface.blit(trail_surf, (int(x) - radius, int(y) - radius))

    def reset(self):
        self.positions.clear()
        self.timer = 0.0


class PaddleGlow:
    """Glow effect on the paddle when the ball bounces on it."""

    def __init__(self):
        self.timer = 0.0
        self.active = False
        self.intensity = 0.0

    def trigger(self):
        self.active = True
        self.timer = 0.0
        self.intensity = 1.0

    def update(self, dt):
        if self.active:
            self.timer += dt
            self.intensity = max(0.0, 1.0 - self.timer / PADDLE_GLOW_DURATION)
            if self.timer >= PADDLE_GLOW_DURATION:
                self.active = False

    def draw(self, surface, paddle_rect):
        if not self.active or self.intensity <= 0:
            return
        # Draw a glowing rectangle around the paddle
        glow_alpha = int(150 * self.intensity)
        glow_expand = int(6 * self.intensity)
        glow_rect = paddle_rect.inflate(glow_expand * 2, glow_expand * 2)
        glow_surf = pygame.Surface(
            (glow_rect.width, glow_rect.height), pygame.SRCALPHA)
        glow_surf.fill((200, 200, 255, glow_alpha))
        surface.blit(glow_surf, glow_rect.topleft)


# ── Sprite classes ──────────────────────────────────────────────────

class Paddle(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.Surface((PADDLE_WIDTH, PADDLE_HEIGHT), pygame.SRCALPHA)
        for y in range(PADDLE_HEIGHT):
            brightness = 200 + int(55 * (1 - y / PADDLE_HEIGHT))
            pygame.draw.line(self.image, (brightness, brightness, brightness),
                             (0, y), (PADDLE_WIDTH, y))
        pygame.draw.rect(self.image, (0, 0, 0, 0), (0, 0, 3, 3))
        pygame.draw.rect(self.image, (0, 0, 0, 0), (PADDLE_WIDTH - 3, 0, 3, 3))
        self.image = self.image.convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.centerx = SCREEN_WIDTH // 2
        self.rect.y = SCREEN_HEIGHT - 40
        self.use_mouse = False

    def update(self):
        if self.use_mouse:
            mx, _ = pygame.mouse.get_pos()
            self.rect.centerx = mx
        else:
            keys = pygame.key.get_pressed()
            if keys[pygame.K_LEFT] or keys[pygame.K_a]:
                self.rect.x -= PADDLE_SPEED
            if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
                self.rect.x += PADDLE_SPEED
        self.rect.left = max(0, self.rect.left)
        self.rect.right = min(SCREEN_WIDTH, self.rect.right)


class Ball(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        size = BALL_RADIUS * 4
        self.image = pygame.Surface((size, size), pygame.SRCALPHA)
        center = size // 2
        for r in range(BALL_RADIUS * 2, BALL_RADIUS, -1):
            alpha = int(100 * (1 - (r - BALL_RADIUS) / BALL_RADIUS))
            pygame.draw.circle(self.image, (100, 100, 255, alpha), (center, center), r)
        pygame.draw.circle(self.image, (255, 255, 255), (center, center), BALL_RADIUS)
        pygame.draw.circle(self.image, (255, 255, 255, 200),
                           (center - 2, center - 2), BALL_RADIUS // 3)
        self.image = self.image.convert_alpha()
        self.rect = self.image.get_rect()
        self.float_x = float(SCREEN_WIDTH // 2)
        self.float_y = float(SCREEN_HEIGHT // 2)
        self.rect.center = (int(self.float_x), int(self.float_y))
        self.speed = BALL_BASE_SPEED
        angle = math.radians(-60)
        self.vx = self.speed * math.cos(angle)
        self.vy = self.speed * math.sin(angle)

    def reset(self):
        self.float_x = float(SCREEN_WIDTH // 2)
        self.float_y = float(SCREEN_HEIGHT // 2)
        self.rect.center = (int(self.float_x), int(self.float_y))
        self.speed = BALL_BASE_SPEED
        angle = math.radians(-60)
        self.vx = self.speed * math.cos(angle)
        self.vy = self.speed * math.sin(angle)

    def update(self, dt):
        self.float_x += self.vx * dt
        self.float_y += self.vy * dt
        self.rect.center = (int(self.float_x), int(self.float_y))

    def bounce_wall(self):
        bounced = False
        if self.float_x - BALL_RADIUS <= 0:
            self.float_x = BALL_RADIUS
            self.vx = abs(self.vx)
            self.speed += BALL_SPEED_INCREMENT
            bounced = True
        if self.float_x + BALL_RADIUS >= SCREEN_WIDTH:
            self.float_x = SCREEN_WIDTH - BALL_RADIUS
            self.vx = -abs(self.vx)
            self.speed += BALL_SPEED_INCREMENT
            bounced = True
        if self.float_y - BALL_RADIUS <= 0:
            self.float_y = BALL_RADIUS
            self.vy = abs(self.vy)
            self.speed += BALL_SPEED_INCREMENT
            bounced = True
        if bounced:
            self.rect.center = (int(self.float_x), int(self.float_y))
        return bounced

    def fell_off_bottom(self):
        return self.float_y - BALL_RADIUS > SCREEN_HEIGHT

    def bounce_off_paddle(self, paddle):
        if self.rect.colliderect(paddle.rect) and self.vy > 0:
            self.float_y = paddle.rect.top - BALL_RADIUS
            hit_pos = (self.float_x - paddle.rect.left) / PADDLE_WIDTH
            angle = 150 - hit_pos * 120
            rad = math.radians(angle)
            self.speed += BALL_SPEED_INCREMENT
            self.vx = self.speed * math.cos(rad)
            self.vy = -abs(self.speed * math.sin(rad))
            self.rect.center = (int(self.float_x), int(self.float_y))
            return True
        return False


class Brick(pygame.sprite.Sprite):
    def __init__(self, x, y, color, row):
        super().__init__()
        self.image = pygame.Surface((BRICK_WIDTH, BRICK_HEIGHT), pygame.SRCALPHA)
        pygame.draw.rect(self.image, color, (0, 0, BRICK_WIDTH, BRICK_HEIGHT))
        highlight = tuple(min(255, c + 50) for c in color)
        pygame.draw.line(self.image, highlight, (1, 1), (BRICK_WIDTH - 2, 1))
        pygame.draw.line(self.image, highlight, (1, 1), (1, BRICK_HEIGHT - 2))
        shadow = tuple(max(0, c - 50) for c in color)
        pygame.draw.line(self.image, shadow, (1, BRICK_HEIGHT - 1),
                         (BRICK_WIDTH - 1, BRICK_HEIGHT - 1))
        pygame.draw.line(self.image, shadow, (BRICK_WIDTH - 1, 1),
                         (BRICK_WIDTH - 1, BRICK_HEIGHT - 1))
        self.image = self.image.convert_alpha()
        self.rect = self.image.get_rect(topleft=(x, y))
        self.row = row
        self.color = color

    def score_value(self):
        return (BRICK_ROWS - self.row) * 10


def create_brick_group():
    group = pygame.sprite.Group()
    for row in range(BRICK_ROWS):
        color = rainbow_color(row, BRICK_ROWS)
        for col in range(BRICK_COLS):
            x = BRICK_OFFSET_X + col * (BRICK_WIDTH + BRICK_PADDING)
            y = BRICK_OFFSET_Y + row * (BRICK_HEIGHT + BRICK_PADDING)
            group.add(Brick(x, y, color, row))
    return group


# ── Game setup ──────────────────────────────────────────────────────

screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Brick Breaker - Chapter 14")
clock = pygame.time.Clock()

hud_font = pygame.font.SysFont("monospace", 18)
big_font = pygame.font.SysFont("monospace", 48, bold=True)
medium_font = pygame.font.SysFont("monospace", 24)
small_font = pygame.font.SysFont("monospace", 14)

paddle = Paddle()
ball = Ball()
bricks = create_brick_group()

paddle_group = pygame.sprite.GroupSingle(paddle)
ball_group = pygame.sprite.GroupSingle(ball)

# Animation objects
ball_trail = BallTrail()
paddle_glow = PaddleGlow()
shatter_animations = []

lives = MAX_LIVES
score = 0
level = 1
game_state = STATE_MENU
master_volume = 0.5
sound_muted = False
menu_blink_timer = 0.0


def play_sound(sound):
    if not sound_muted:
        sound.set_volume(master_volume)
        sound.play()


def start_game():
    global lives, score, level, bricks, game_state, shatter_animations
    lives = MAX_LIVES
    score = 0
    level = 1
    bricks = create_brick_group()
    ball.reset()
    ball_trail.reset()
    shatter_animations = []
    game_state = STATE_PLAYING


# ── Draw helpers ────────────────────────────────────────────────────

def draw_menu():
    global menu_blink_timer
    menu_blink_timer += clock.get_time() / 1000.0
    screen.fill(BG_COLOR)
    title = big_font.render("BRICK BREAKER", True, (255, 200, 50))
    screen.blit(title, (SCREEN_WIDTH // 2 - title.get_width() // 2,
                        SCREEN_HEIGHT // 3 - 30))
    subtitle = medium_font.render("Animation Edition", True, (200, 200, 255))
    screen.blit(subtitle, (SCREEN_WIDTH // 2 - subtitle.get_width() // 2,
                           SCREEN_HEIGHT // 3 + 30))
    if int(menu_blink_timer * 2) % 2 == 0:
        start_text = medium_font.render("Press SPACE to start", True, (255, 255, 255))
        screen.blit(start_text, (SCREEN_WIDTH // 2 - start_text.get_width() // 2,
                                 SCREEN_HEIGHT // 2 + 20))


def draw_hud():
    score_surf = hud_font.render("Score: {}".format(score), True, (255, 255, 100))
    screen.blit(score_surf, (10, 10))
    lives_surf = hud_font.render("Lives: {}".format(lives), True, (255, 100, 100))
    screen.blit(lives_surf, (SCREEN_WIDTH // 2 - lives_surf.get_width() // 2, 10))
    level_surf = hud_font.render("Level: {}".format(level), True, (100, 200, 255))
    screen.blit(level_surf, (SCREEN_WIDTH - level_surf.get_width() - 10, 10))
    vol_label = "MUTED" if sound_muted else "Vol: {}".format(int(master_volume * 100))
    vol_color = (255, 80, 80) if sound_muted else (150, 150, 150)
    vol_surf = small_font.render(vol_label, True, vol_color)
    screen.blit(vol_surf, (SCREEN_WIDTH - vol_surf.get_width() - 10, 30))


def draw_overlay(title_text, title_color):
    overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
    overlay.fill((0, 0, 0, 150))
    screen.blit(overlay, (0, 0))
    t = big_font.render(title_text, True, title_color)
    screen.blit(t, (SCREEN_WIDTH // 2 - t.get_width() // 2, SCREEN_HEIGHT // 2 - 40))
    fs = medium_font.render("Final score: {}".format(score), True, (255, 255, 255))
    screen.blit(fs, (SCREEN_WIDTH // 2 - fs.get_width() // 2, SCREEN_HEIGHT // 2 + 20))
    r = medium_font.render("Press SPACE for menu", True, (200, 200, 200))
    screen.blit(r, (SCREEN_WIDTH // 2 - r.get_width() // 2, SCREEN_HEIGHT // 2 + 60))


# ── Main loop ───────────────────────────────────────────────────────

running = True
while running:
    dt = clock.tick(FPS) / 1000.0

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                running = False
            if event.key == pygame.K_F1:
                sound_muted = not sound_muted
            if event.key in (pygame.K_PLUS, pygame.K_KP_PLUS, pygame.K_EQUALS):
                master_volume = min(1.0, master_volume + 0.1)
            if event.key in (pygame.K_MINUS, pygame.K_KP_MINUS):
                master_volume = max(0.0, master_volume - 0.1)

            if game_state == STATE_MENU:
                if event.key == pygame.K_SPACE:
                    start_game()
            elif game_state == STATE_PLAYING:
                if event.key == pygame.K_m:
                    paddle.use_mouse = not paddle.use_mouse
                if event.key == pygame.K_p:
                    game_state = STATE_PAUSED
            elif game_state == STATE_PAUSED:
                if event.key == pygame.K_p:
                    game_state = STATE_PLAYING
            elif game_state in (STATE_GAME_OVER, STATE_YOU_WIN):
                if event.key == pygame.K_SPACE:
                    game_state = STATE_MENU

    # ── Update ──────────────────────────────────────────────────
    if game_state == STATE_PLAYING:
        paddle_group.update()
        ball.update(dt)

        # Update animations
        ball_trail.update(dt, ball.float_x, ball.float_y)
        paddle_glow.update(dt)
        for anim in shatter_animations:
            anim.update(dt)
        shatter_animations = [a for a in shatter_animations if a.alive]

        if ball.bounce_wall():
            play_sound(snd_wall)

        if ball.fell_off_bottom():
            lives -= 1
            if lives <= 0:
                game_state = STATE_GAME_OVER
                play_sound(snd_game_over)
            else:
                play_sound(snd_lose_life)
                ball.reset()
                ball_trail.reset()

        if ball.bounce_off_paddle(paddle):
            play_sound(snd_paddle)
            paddle_glow.trigger()

        hit_bricks = pygame.sprite.spritecollide(ball, bricks, True)
        if hit_bricks:
            for brick in hit_bricks:
                score += brick.score_value()
                # Spawn shatter animation
                shatter_animations.append(
                    BrickShatter(brick.rect, brick.color))
            ball.vy = -ball.vy
            ball.speed += BALL_SPEED_INCREMENT
            play_sound(snd_brick)

        if len(bricks) == 0:
            game_state = STATE_YOU_WIN
            play_sound(snd_win)

    # ── Draw ────────────────────────────────────────────────────
    if game_state == STATE_MENU:
        draw_menu()

    elif game_state == STATE_PLAYING:
        screen.fill(BG_COLOR)
        bricks.draw(screen)

        # Draw shatter animations
        for anim in shatter_animations:
            anim.draw(screen)

        # Draw ball trail behind the ball
        ball_trail.draw(screen)

        # Draw paddle glow behind the paddle
        paddle_glow.draw(screen, paddle.rect)

        paddle_group.draw(screen)
        ball_group.draw(screen)
        draw_hud()
        info = small_font.render(
            "[M] Mouse  [P] Pause  [F1] Mute  [+/-] Volume  [ESC] Quit",
            True, (150, 150, 150))
        screen.blit(info, (10, SCREEN_HEIGHT - 25))

    elif game_state == STATE_PAUSED:
        screen.fill(BG_COLOR)
        bricks.draw(screen)
        for anim in shatter_animations:
            anim.draw(screen)
        ball_trail.draw(screen)
        paddle_glow.draw(screen, paddle.rect)
        paddle_group.draw(screen)
        ball_group.draw(screen)
        draw_hud()
        draw_overlay("PAUSED", (200, 200, 255))

    elif game_state == STATE_GAME_OVER:
        screen.fill(BG_COLOR)
        bricks.draw(screen)
        for anim in shatter_animations:
            anim.draw(screen)
        paddle_group.draw(screen)
        ball_group.draw(screen)
        draw_hud()
        draw_overlay("GAME OVER", (255, 60, 60))

    elif game_state == STATE_YOU_WIN:
        screen.fill(BG_COLOR)
        for anim in shatter_animations:
            anim.draw(screen)
        paddle_group.draw(screen)
        ball_group.draw(screen)
        draw_hud()
        draw_overlay("YOU WIN!", (100, 255, 100))

    pygame.display.flip()

pygame.quit()
sys.exit()

Download

Download the source code for this chapter: brick-breaker-ch14.zip