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.
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.
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.
# 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
"""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
