What you will learn

In this chapter we add UI elements to the game. The main menu now features clickable buttons with hover effects, a difficulty selector, a high-score table saved to JSON, and a full pause menu with resume, restart and quit options.

The concept

A good game is more than its gameplay loop: menus and interfaces enrich the player experience. We build a reusable Button class that detects mouse hover and clicks.

High scores are stored in a JSON file next to the program, enabling persistence between play sessions.

Step by step

1. The Button class

A button is a rectangle with a centered label. The update() method detects hover and click. The draw() method changes colour based on state.

python
class Button:
    def __init__(self, x, y, width, height, label, font,
                 color=(80,80,120), hover_color=(120,120,180)):
        self.rect = pygame.Rect(x, y, width, height)
        self.hovered = False
        self.clicked = False

    def update(self, mouse_pos, mouse_click):
        self.hovered = self.rect.collidepoint(mouse_pos)
        self.clicked = self.hovered and mouse_click
        return self.clicked

2. The main menu

The menu contains four buttons: Start, Difficulty, High Scores and Quit. Each button is instantiated with a specific position and colour.

3. The difficulty selector

Three difficulty levels change the initial ball speed: Easy (200), Normal (300), Hard (420). The choice is kept in memory.

4. High score table

Scores are loaded and saved using the json module. The file highscores.json stores the top 10 scores with their difficulty level.

python
def load_high_scores():
    if os.path.exists(HIGH_SCORE_FILE):
        with open(HIGH_SCORE_FILE, "r") as f:
            return json.load(f)[:10]
    return []

5. Pause menu

During gameplay, pressing P or Escape opens the pause menu with three options: Resume, Restart and Quit to Menu. The game is suspended in the background.

Key takeaways

Tip: click detection is done by checking MOUSEBUTTONDOWN in the event loop, then passing a boolean to the buttons.

Common pitfall: forgetting to convert mouse coordinates if the window is resized (this will be addressed in the next chapter).

Complete code

python
"""Brick Breaker - Chapter 16: UI Elements"""
import pygame
import sys
import math
import array
import random
import json
import os

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
STATE_DIFFICULTY = 5
STATE_HIGH_SCORES = 6

# Difficulty settings
DIFFICULTY_EASY = 0
DIFFICULTY_NORMAL = 1
DIFFICULTY_HARD = 2

DIFFICULTY_NAMES = ["Easy", "Normal", "Hard"]
DIFFICULTY_SPEEDS = [200, 300, 420]

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

# High score file
HIGH_SCORE_FILE = os.path.join(os.path.dirname(os.path.abspath(__file__)),
                               "highscores.json")


# -- 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)
snd_click = generate_beep(frequency=600, duration_ms=40, volume=0.2)


# -- 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)


# -- High Score persistence -------------------------------------------------

def load_high_scores():
    """Load high scores from JSON file. Returns a list of dicts."""
    if os.path.exists(HIGH_SCORE_FILE):
        try:
            with open(HIGH_SCORE_FILE, "r") as f:
                data = json.load(f)
            return data[:10]
        except (json.JSONDecodeError, IOError):
            pass
    return []


def save_high_scores(scores):
    """Save high scores to JSON file."""
    scores = sorted(scores, key=lambda s: s["score"], reverse=True)[:10]
    try:
        with open(HIGH_SCORE_FILE, "w") as f:
            json.dump(scores, f, indent=2)
    except IOError:
        pass


def add_high_score(score, difficulty):
    """Add a score entry and save."""
    scores = load_high_scores()
    scores.append({
        "score": score,
        "difficulty": DIFFICULTY_NAMES[difficulty],
    })
    scores = sorted(scores, key=lambda s: s["score"], reverse=True)[:10]
    save_high_scores(scores)
    return scores


# -- Button class -----------------------------------------------------------

class Button:
    """A clickable button with hover effect."""

    def __init__(self, x, y, width, height, label, font,
                 color=(80, 80, 120), hover_color=(120, 120, 180),
                 text_color=(255, 255, 255)):
        self.rect = pygame.Rect(x, y, width, height)
        self.label = label
        self.font = font
        self.color = color
        self.hover_color = hover_color
        self.text_color = text_color
        self.hovered = False
        self.clicked = False

    def update(self, mouse_pos, mouse_click):
        """Update hover state and check for click. Returns True if clicked."""
        self.hovered = self.rect.collidepoint(mouse_pos)
        self.clicked = False
        if self.hovered and mouse_click:
            self.clicked = True
        return self.clicked

    def draw(self, surface):
        """Draw the button with hover feedback."""
        current_color = self.hover_color if self.hovered else self.color
        # Shadow
        shadow_rect = self.rect.move(3, 3)
        pygame.draw.rect(surface, (0, 0, 0, 100), shadow_rect,
                         border_radius=6)
        # Main body
        pygame.draw.rect(surface, current_color, self.rect, border_radius=6)
        # Border highlight
        border_color = (200, 200, 255) if self.hovered else (100, 100, 150)
        pygame.draw.rect(surface, border_color, self.rect, width=2,
                         border_radius=6)
        # Label text
        text_surf = self.font.render(self.label, True, self.text_color)
        text_rect = text_surf.get_rect(center=self.rect.center)
        surface.blit(text_surf, text_rect)


# -- Particle System --------------------------------------------------------

class Particle:
    def __init__(self, x, y, vx, vy, lifetime, color, size):
        self.x = float(x)
        self.y = float(y)
        self.vx = vx
        self.vy = vy
        self.lifetime = lifetime
        self.max_lifetime = lifetime
        self.color = color
        self.size = size
        self.alive = True
        self.gravity = 120.0

    def update(self, dt):
        self.x += self.vx * dt
        self.y += self.vy * dt
        self.vy += self.gravity * dt
        self.lifetime -= dt
        if self.lifetime <= 0:
            self.alive = False

    def draw(self, surface):
        if not self.alive:
            return
        progress = 1.0 - (self.lifetime / self.max_lifetime)
        alpha = int(255 * (1 - progress))
        current_size = max(1, int(self.size * (1 - progress * 0.5)))
        if alpha <= 0:
            return
        r, g, b = self.color
        surf = pygame.Surface((current_size * 2, current_size * 2),
                              pygame.SRCALPHA)
        pygame.draw.circle(surf, (r, g, b, alpha),
                           (current_size, current_size), current_size)
        surface.blit(surf,
                     (int(self.x) - current_size, int(self.y) - current_size))


class ParticleSystem:
    def __init__(self):
        self.particles = []

    def update(self, dt):
        for p in self.particles:
            p.update(dt)
        self.particles = [p for p in self.particles if p.alive]

    def draw(self, surface):
        for p in self.particles:
            p.draw(surface)

    def clear(self):
        self.particles.clear()

    def emit_brick_explosion(self, rect, color):
        cx = rect.centerx
        cy = rect.centery
        for _ in range(15):
            angle = random.uniform(0, 2 * math.pi)
            speed = random.uniform(60, 200)
            vx = speed * math.cos(angle)
            vy = speed * math.sin(angle) - 50
            lifetime = random.uniform(0.3, 0.8)
            r = min(255, max(0, color[0] + random.randint(-30, 30)))
            g = min(255, max(0, color[1] + random.randint(-30, 30)))
            b = min(255, max(0, color[2] + random.randint(-30, 30)))
            size = random.randint(2, 5)
            self.particles.append(
                Particle(cx, cy, vx, vy, lifetime, (r, g, b), size))

    def emit_paddle_sparks(self, paddle_rect, ball_x):
        cx = ball_x
        cy = paddle_rect.top
        for _ in range(10):
            angle = random.uniform(-math.pi, 0)
            speed = random.uniform(40, 150)
            vx = speed * math.cos(angle)
            vy = speed * math.sin(angle)
            lifetime = random.uniform(0.2, 0.5)
            r = random.randint(220, 255)
            g = random.randint(200, 255)
            b = random.randint(100, 200)
            size = random.randint(1, 3)
            self.particles.append(
                Particle(cx, cy, vx, vy, lifetime, (r, g, b), size))

    def emit_wall_dust(self, x, y, direction):
        for _ in range(5):
            if direction == "left":
                vx = random.uniform(20, 80)
                vy = random.uniform(-50, 50)
            elif direction == "right":
                vx = random.uniform(-80, -20)
                vy = random.uniform(-50, 50)
            else:
                vx = random.uniform(-50, 50)
                vy = random.uniform(20, 80)
            lifetime = random.uniform(0.2, 0.4)
            gray = random.randint(150, 220)
            size = random.randint(1, 3)
            self.particles.append(
                Particle(x, y, vx, vy, lifetime, (gray, gray, gray), size))


# -- Animation classes ------------------------------------------------------

class BrickShatter:
    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 = 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 = (progress - 0.3) / 0.7
            r, g, b = self.color
            alpha = int(255 * (1 - fade))
        if alpha <= 0:
            return
        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:
    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):
            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:
    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
        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
        wall_direction = None
        if self.float_x - BALL_RADIUS <= 0:
            self.float_x = BALL_RADIUS
            self.vx = abs(self.vx)
            self.speed += BALL_SPEED_INCREMENT
            bounced = True
            wall_direction = "left"
        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
            wall_direction = "right"
        if self.float_y - BALL_RADIUS <= 0:
            self.float_y = BALL_RADIUS
            self.vy = abs(self.vy)
            self.speed += BALL_SPEED_INCREMENT
            bounced = True
            wall_direction = "top"
        if bounced:
            self.rect.center = (int(self.float_x), int(self.float_y))
        return bounced, wall_direction

    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 16")
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)
button_font = pygame.font.SysFont("monospace", 22, bold=True)

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

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

ball_trail = BallTrail()
paddle_glow = PaddleGlow()
shatter_animations = []
particles = ParticleSystem()

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

# -- Menu buttons -----------------------------------------------------------

btn_start = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 10,
                   200, 45, "Start", button_font,
                   color=(40, 100, 60), hover_color=(60, 150, 90))
btn_difficulty = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 65,
                        200, 45, "Difficulty", button_font,
                        color=(80, 80, 120), hover_color=(120, 120, 180))
btn_high_scores = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 120,
                         200, 45, "High Scores", button_font,
                         color=(80, 80, 120), hover_color=(120, 120, 180))
btn_quit = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 175,
                  200, 45, "Quit", button_font,
                  color=(120, 40, 40), hover_color=(180, 60, 60))

menu_buttons = [btn_start, btn_difficulty, btn_high_scores, btn_quit]

# Difficulty buttons
btn_easy = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 - 30,
                  200, 45, "Easy", button_font,
                  color=(40, 120, 40), hover_color=(60, 180, 60))
btn_normal = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 30,
                    200, 45, "Normal", button_font,
                    color=(120, 120, 40), hover_color=(180, 180, 60))
btn_hard = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 90,
                  200, 45, "Hard", button_font,
                  color=(120, 40, 40), hover_color=(180, 60, 60))
btn_diff_back = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 160,
                       200, 45, "Back", button_font)

difficulty_buttons = [btn_easy, btn_normal, btn_hard, btn_diff_back]

# Pause menu buttons
btn_resume = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 - 20,
                    200, 45, "Resume", button_font,
                    color=(40, 100, 60), hover_color=(60, 150, 90))
btn_restart = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 40,
                     200, 45, "Restart", button_font,
                     color=(120, 120, 40), hover_color=(180, 180, 60))
btn_pause_quit = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 100,
                        200, 45, "Quit to Menu", button_font,
                        color=(120, 40, 40), hover_color=(180, 60, 60))

pause_buttons = [btn_resume, btn_restart, btn_pause_quit]

# High scores back button
btn_hs_back = Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT - 80,
                     200, 45, "Back", button_font)


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.speed = DIFFICULTY_SPEEDS[current_difficulty]
    angle = math.radians(-60)
    ball.vx = ball.speed * math.cos(angle)
    ball.vy = ball.speed * math.sin(angle)
    ball_trail.reset()
    shatter_animations = []
    particles.clear()
    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 - 60))
    subtitle = medium_font.render("UI Edition", True, (200, 200, 255))
    screen.blit(subtitle, (SCREEN_WIDTH // 2 - subtitle.get_width() // 2,
                           SCREEN_HEIGHT // 3 - 10))
    diff_text = small_font.render(
        "Difficulty: {}".format(DIFFICULTY_NAMES[current_difficulty]),
        True, (180, 180, 180))
    screen.blit(diff_text, (SCREEN_WIDTH // 2 - diff_text.get_width() // 2,
                            SCREEN_HEIGHT // 3 + 20))


def draw_difficulty_screen():
    screen.fill(BG_COLOR)
    title = big_font.render("DIFFICULTY", True, (255, 200, 50))
    screen.blit(title, (SCREEN_WIDTH // 2 - title.get_width() // 2,
                        SCREEN_HEIGHT // 4 - 30))
    # Show current selection
    current = small_font.render(
        "Current: {}".format(DIFFICULTY_NAMES[current_difficulty]),
        True, (200, 200, 200))
    screen.blit(current, (SCREEN_WIDTH // 2 - current.get_width() // 2,
                          SCREEN_HEIGHT // 4 + 20))


def draw_high_scores_screen():
    screen.fill(BG_COLOR)
    title = big_font.render("HIGH SCORES", True, (255, 200, 50))
    screen.blit(title, (SCREEN_WIDTH // 2 - title.get_width() // 2, 40))
    scores = load_high_scores()
    if not scores:
        no_scores = medium_font.render("No scores yet!", True, (150, 150, 150))
        screen.blit(no_scores,
                    (SCREEN_WIDTH // 2 - no_scores.get_width() // 2,
                     SCREEN_HEIGHT // 2 - 20))
    else:
        header = hud_font.render("  #   Score    Difficulty", True,
                                 (200, 200, 200))
        screen.blit(header, (SCREEN_WIDTH // 2 - 140, 110))
        pygame.draw.line(screen, (100, 100, 100),
                         (SCREEN_WIDTH // 2 - 140, 135),
                         (SCREEN_WIDTH // 2 + 140, 135))
        for i, entry in enumerate(scores[:10]):
            color = (255, 215, 0) if i == 0 else (
                (200, 200, 200) if i < 3 else (150, 150, 150))
            line = "{:>3}.  {:>6}    {}".format(
                i + 1, entry["score"], entry.get("difficulty", "---"))
            text_surf = hud_font.render(line, True, color)
            screen.blit(text_surf, (SCREEN_WIDTH // 2 - 140, 145 + i * 35))


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))
    count_surf = small_font.render(
        "Particles: {}".format(len(particles.particles)),
        True, (100, 100, 100))
    screen.blit(count_surf, (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 - 100))
    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 - 50))
    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 - 10))


def draw_game_scene():
    """Draw the in-game scene (bricks, ball, paddle, effects)."""
    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)
    particles.draw(screen)
    draw_hud()


# -- Main loop --------------------------------------------------------------

running = True
while running:
    dt = clock.tick(FPS) / 1000.0
    mouse_pos = pygame.mouse.get_pos()
    mouse_click = False

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            mouse_click = True
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                if game_state == STATE_PLAYING:
                    game_state = STATE_PAUSED
                elif game_state == STATE_PAUSED:
                    game_state = STATE_PLAYING
                elif game_state in (STATE_MENU, STATE_DIFFICULTY,
                                    STATE_HIGH_SCORES):
                    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

    # -- Button updates per state --
    if game_state == STATE_MENU:
        for btn in menu_buttons:
            btn.update(mouse_pos, mouse_click)
        if btn_start.clicked:
            play_sound(snd_click)
            start_game()
        elif btn_difficulty.clicked:
            play_sound(snd_click)
            game_state = STATE_DIFFICULTY
        elif btn_high_scores.clicked:
            play_sound(snd_click)
            game_state = STATE_HIGH_SCORES
        elif btn_quit.clicked:
            running = False

    elif game_state == STATE_DIFFICULTY:
        for btn in difficulty_buttons:
            btn.update(mouse_pos, mouse_click)
        if btn_easy.clicked:
            play_sound(snd_click)
            current_difficulty = DIFFICULTY_EASY
            game_state = STATE_MENU
        elif btn_normal.clicked:
            play_sound(snd_click)
            current_difficulty = DIFFICULTY_NORMAL
            game_state = STATE_MENU
        elif btn_hard.clicked:
            play_sound(snd_click)
            current_difficulty = DIFFICULTY_HARD
            game_state = STATE_MENU
        elif btn_diff_back.clicked:
            play_sound(snd_click)
            game_state = STATE_MENU

    elif game_state == STATE_HIGH_SCORES:
        btn_hs_back.update(mouse_pos, mouse_click)
        if btn_hs_back.clicked:
            play_sound(snd_click)
            game_state = STATE_MENU

    elif game_state == STATE_PAUSED:
        for btn in pause_buttons:
            btn.update(mouse_pos, mouse_click)
        if btn_resume.clicked:
            play_sound(snd_click)
            game_state = STATE_PLAYING
        elif btn_restart.clicked:
            play_sound(snd_click)
            start_game()
        elif btn_pause_quit.clicked:
            play_sound(snd_click)
            game_state = STATE_MENU

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

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

        bounced, wall_dir = ball.bounce_wall()
        if bounced:
            play_sound(snd_wall)
            if wall_dir == "left":
                particles.emit_wall_dust(
                    BALL_RADIUS, ball.float_y, "left")
            elif wall_dir == "right":
                particles.emit_wall_dust(
                    SCREEN_WIDTH - BALL_RADIUS, ball.float_y, "right")
            elif wall_dir == "top":
                particles.emit_wall_dust(
                    ball.float_x, BALL_RADIUS, "top")

        if ball.fell_off_bottom():
            lives -= 1
            if lives <= 0:
                game_state = STATE_GAME_OVER
                play_sound(snd_game_over)
                add_high_score(score, current_difficulty)
            else:
                play_sound(snd_lose_life)
                ball.reset()
                ball.speed = DIFFICULTY_SPEEDS[current_difficulty]
                angle = math.radians(-60)
                ball.vx = ball.speed * math.cos(angle)
                ball.vy = ball.speed * math.sin(angle)
                ball_trail.reset()

        if ball.bounce_off_paddle(paddle):
            play_sound(snd_paddle)
            paddle_glow.trigger()
            particles.emit_paddle_sparks(paddle.rect, ball.float_x)

        hit_bricks = pygame.sprite.spritecollide(ball, bricks, True)
        if hit_bricks:
            for brick in hit_bricks:
                score += brick.score_value()
                shatter_animations.append(
                    BrickShatter(brick.rect, brick.color))
                particles.emit_brick_explosion(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)
            add_high_score(score, current_difficulty)

    # -- Draw --
    if game_state == STATE_MENU:
        draw_menu()
        for btn in menu_buttons:
            btn.draw(screen)

    elif game_state == STATE_DIFFICULTY:
        draw_difficulty_screen()
        for btn in difficulty_buttons:
            btn.draw(screen)

    elif game_state == STATE_HIGH_SCORES:
        draw_high_scores_screen()
        btn_hs_back.draw(screen)

    elif game_state == STATE_PLAYING:
        draw_game_scene()
        info = small_font.render(
            "[M] Mouse  [P] Pause  [F1] Mute  [+/-] Volume  [ESC] Pause",
            True, (150, 150, 150))
        screen.blit(info, (10, SCREEN_HEIGHT - 25))

    elif game_state == STATE_PAUSED:
        draw_game_scene()
        overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT),
                                 pygame.SRCALPHA)
        overlay.fill((0, 0, 0, 150))
        screen.blit(overlay, (0, 0))
        t = big_font.render("PAUSED", True, (200, 200, 255))
        screen.blit(t, (SCREEN_WIDTH // 2 - t.get_width() // 2,
                        SCREEN_HEIGHT // 2 - 120))
        for btn in pause_buttons:
            btn.draw(screen)

    elif game_state == STATE_GAME_OVER:
        draw_game_scene()
        draw_overlay("GAME OVER", (255, 60, 60))

    elif game_state == STATE_YOU_WIN:
        draw_game_scene()
        draw_overlay("YOU WIN!", (100, 255, 100))

    pygame.display.flip()

pygame.quit()
sys.exit()

Download

Download the source code for this chapter: brick-breaker-ch16.zip