What you will learn
In this chapter we add screen management: F11 fullscreen toggle, resolution scaling, window resize handling, and aspect ratio preservation with letterboxing and pillarboxing.
The concept
The game always renders to a fixed surface (800x600). That surface is then scaled to fit the window, regardless of its size. The 4:3 ratio is preserved automatically.
This virtual resolution technique is used by many professional games to ensure consistent rendering across all screens.
Step by step
1. The ScreenManager class
The ScreenManager encapsulates all screen logic. It holds a fixed-size game_surface and computes a destination rectangle for scaling.
class ScreenManager:
def __init__(self):
self.game_surface = pygame.Surface(
(GAME_WIDTH, GAME_HEIGHT))
self.fullscreen = False
self.screen = pygame.display.set_mode(
(GAME_WIDTH, GAME_HEIGHT),
pygame.RESIZABLE)
2. Aspect ratio calculation
The _update_scaling() method compares the window ratio to the game ratio to determine whether vertical (pillarbox) or horizontal (letterbox) bars are needed.
3. Mouse coordinate conversion
Mouse coordinates in the window must be converted to game surface coordinates. The window_to_game() method performs this calculation, accounting for the position and size of the scaled rectangle.
def window_to_game(self, wx, wy):
gx = (wx - self.scaled_rect.x) * GAME_WIDTH \
/ self.scaled_rect.width
gy = (wy - self.scaled_rect.y) * GAME_HEIGHT \
/ self.scaled_rect.height
return (int(gx), int(gy))
4. Fullscreen
F11 toggles between windowed and fullscreen modes. Pygame provides the FULLSCREEN flag which uses the entire display. The scaling calculation is then updated.
5. Display with smoothscale
The present() method uses pygame.transform.smoothscale for smooth rendering. The screen is first filled with black (for the bars), then the scaled game surface is blitted to the centre.
Key takeaways
Tip: always draw to the fixed game surface, never directly to the screen. This simplifies gameplay code.
Common pitfall: forgetting to convert mouse coordinates causes misaligned clicks when the window is resized.
Complete code
"""Brick Breaker - Chapter 17: Screen Management"""
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)
# Internal (logical) resolution -- the game always renders to this size
GAME_WIDTH = 800
GAME_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
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 = 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 Scores -----------------------------------------------------------
def load_high_scores():
if os.path.exists(HIGH_SCORE_FILE):
try:
with open(HIGH_SCORE_FILE, "r") as f:
return json.load(f)[:10]
except (json.JSONDecodeError, IOError):
pass
return []
def save_high_scores(scores):
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(new_score, difficulty):
scores = load_high_scores()
scores.append({"score": new_score,
"difficulty": DIFFICULTY_NAMES[difficulty]})
scores = sorted(scores, key=lambda s: s["score"], reverse=True)[:10]
save_high_scores(scores)
return scores
# -- Screen management ------------------------------------------------------
class ScreenManager:
"""Manages window, fullscreen toggle, and resolution scaling.
The game always renders to a fixed-size surface (GAME_WIDTH x GAME_HEIGHT).
That surface is then scaled to fit the window while keeping the aspect
ratio. Black bars (letter-boxing / pillar-boxing) fill any extra space.
"""
def __init__(self):
self.game_surface = pygame.Surface((GAME_WIDTH, GAME_HEIGHT))
self.fullscreen = False
self.window_width = GAME_WIDTH
self.window_height = GAME_HEIGHT
self.screen = pygame.display.set_mode(
(self.window_width, self.window_height), pygame.RESIZABLE)
pygame.display.set_caption("Brick Breaker - Chapter 17")
self._update_scaling()
def _update_scaling(self):
"""Recalculate the scaled rect that keeps the aspect ratio."""
win_w, win_h = self.screen.get_size()
game_aspect = GAME_WIDTH / GAME_HEIGHT
win_aspect = win_w / win_h
if win_aspect > game_aspect:
# Window is wider than game -- pillar-box
scaled_h = win_h
scaled_w = int(win_h * game_aspect)
else:
# Window is taller than game -- letter-box
scaled_w = win_w
scaled_h = int(win_w / game_aspect)
self.scaled_rect = pygame.Rect(
(win_w - scaled_w) // 2,
(win_h - scaled_h) // 2,
scaled_w, scaled_h)
def toggle_fullscreen(self):
self.fullscreen = not self.fullscreen
if self.fullscreen:
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
else:
self.screen = pygame.display.set_mode(
(self.window_width, self.window_height), pygame.RESIZABLE)
self._update_scaling()
def handle_resize(self, event):
"""Call when a VIDEORESIZE event is received."""
if not self.fullscreen:
self.window_width = event.w
self.window_height = event.h
self.screen = pygame.display.set_mode(
(event.w, event.h), pygame.RESIZABLE)
self._update_scaling()
def present(self):
"""Scale the game surface to the window and flip."""
self.screen.fill((0, 0, 0))
scaled = pygame.transform.smoothscale(
self.game_surface,
(self.scaled_rect.width, self.scaled_rect.height))
self.screen.blit(scaled, self.scaled_rect.topleft)
pygame.display.flip()
def window_to_game(self, wx, wy):
"""Convert window coordinates to game-surface coordinates."""
gx = (wx - self.scaled_rect.x) * GAME_WIDTH / self.scaled_rect.width
gy = (wy - self.scaled_rect.y) * GAME_HEIGHT / self.scaled_rect.height
return (int(gx), int(gy))
# -- Button class -----------------------------------------------------------
class Button:
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):
self.hovered = self.rect.collidepoint(mouse_pos)
self.clicked = self.hovered and mouse_click
return self.clicked
def draw(self, surface):
current_color = self.hover_color if self.hovered else self.color
shadow_rect = self.rect.move(3, 3)
pygame.draw.rect(surface, (0, 0, 0, 100), shadow_rect,
border_radius=6)
pygame.draw.rect(surface, current_color, self.rect, border_radius=6)
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)
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, cy = rect.centerx, 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, cy = ball_x, 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 = GAME_WIDTH // 2
self.rect.y = GAME_HEIGHT - 40
self.use_mouse = False
def update(self, mouse_game_x=None):
if self.use_mouse and mouse_game_x is not None:
self.rect.centerx = mouse_game_x
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(GAME_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(GAME_WIDTH // 2)
self.float_y = float(GAME_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(GAME_WIDTH // 2)
self.float_y = float(GAME_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 >= GAME_WIDTH:
self.float_x = GAME_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 > GAME_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 -------------------------------------------------------------
scr_mgr = ScreenManager()
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
# -- Buttons ----------------------------------------------------------------
btn_start = Button(GAME_WIDTH // 2 - 100, GAME_HEIGHT // 2 + 10,
200, 45, "Start", button_font,
color=(40, 100, 60), hover_color=(60, 150, 90))
btn_difficulty = Button(GAME_WIDTH // 2 - 100, GAME_HEIGHT // 2 + 65,
200, 45, "Difficulty", button_font)
btn_high_scores = Button(GAME_WIDTH // 2 - 100, GAME_HEIGHT // 2 + 120,
200, 45, "High Scores", button_font)
btn_quit = Button(GAME_WIDTH // 2 - 100, GAME_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]
btn_easy = Button(GAME_WIDTH // 2 - 100, GAME_HEIGHT // 2 - 30,
200, 45, "Easy", button_font,
color=(40, 120, 40), hover_color=(60, 180, 60))
btn_normal = Button(GAME_WIDTH // 2 - 100, GAME_HEIGHT // 2 + 30,
200, 45, "Normal", button_font,
color=(120, 120, 40), hover_color=(180, 180, 60))
btn_hard = Button(GAME_WIDTH // 2 - 100, GAME_HEIGHT // 2 + 90,
200, 45, "Hard", button_font,
color=(120, 40, 40), hover_color=(180, 60, 60))
btn_diff_back = Button(GAME_WIDTH // 2 - 100, GAME_HEIGHT // 2 + 160,
200, 45, "Back", button_font)
difficulty_buttons = [btn_easy, btn_normal, btn_hard, btn_diff_back]
btn_resume = Button(GAME_WIDTH // 2 - 100, GAME_HEIGHT // 2 - 20,
200, 45, "Resume", button_font,
color=(40, 100, 60), hover_color=(60, 150, 90))
btn_restart = Button(GAME_WIDTH // 2 - 100, GAME_HEIGHT // 2 + 40,
200, 45, "Restart", button_font,
color=(120, 120, 40), hover_color=(180, 180, 60))
btn_pause_quit = Button(GAME_WIDTH // 2 - 100, GAME_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]
btn_hs_back = Button(GAME_WIDTH // 2 - 100, GAME_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(surface):
global menu_blink_timer
menu_blink_timer += clock.get_time() / 1000.0
surface.fill(BG_COLOR)
title = big_font.render("BRICK BREAKER", True, (255, 200, 50))
surface.blit(title, (GAME_WIDTH // 2 - title.get_width() // 2,
GAME_HEIGHT // 3 - 60))
subtitle = medium_font.render("Screen Management", True, (200, 200, 255))
surface.blit(subtitle, (GAME_WIDTH // 2 - subtitle.get_width() // 2,
GAME_HEIGHT // 3 - 10))
diff_text = small_font.render(
"Difficulty: {}".format(DIFFICULTY_NAMES[current_difficulty]),
True, (180, 180, 180))
surface.blit(diff_text,
(GAME_WIDTH // 2 - diff_text.get_width() // 2,
GAME_HEIGHT // 3 + 20))
fs_hint = small_font.render("[F11] Toggle fullscreen", True,
(100, 100, 100))
surface.blit(fs_hint, (GAME_WIDTH // 2 - fs_hint.get_width() // 2,
GAME_HEIGHT - 30))
def draw_difficulty_screen(surface):
surface.fill(BG_COLOR)
title = big_font.render("DIFFICULTY", True, (255, 200, 50))
surface.blit(title, (GAME_WIDTH // 2 - title.get_width() // 2,
GAME_HEIGHT // 4 - 30))
current = small_font.render(
"Current: {}".format(DIFFICULTY_NAMES[current_difficulty]),
True, (200, 200, 200))
surface.blit(current, (GAME_WIDTH // 2 - current.get_width() // 2,
GAME_HEIGHT // 4 + 20))
def draw_high_scores_screen(surface):
surface.fill(BG_COLOR)
title = big_font.render("HIGH SCORES", True, (255, 200, 50))
surface.blit(title, (GAME_WIDTH // 2 - title.get_width() // 2, 40))
scores = load_high_scores()
if not scores:
ns = medium_font.render("No scores yet!", True, (150, 150, 150))
surface.blit(ns, (GAME_WIDTH // 2 - ns.get_width() // 2,
GAME_HEIGHT // 2 - 20))
else:
header = hud_font.render(" # Score Difficulty", True,
(200, 200, 200))
surface.blit(header, (GAME_WIDTH // 2 - 140, 110))
pygame.draw.line(surface, (100, 100, 100),
(GAME_WIDTH // 2 - 140, 135),
(GAME_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", "---"))
ts = hud_font.render(line, True, color)
surface.blit(ts, (GAME_WIDTH // 2 - 140, 145 + i * 35))
def draw_hud(surface):
score_surf = hud_font.render("Score: {}".format(score),
True, (255, 255, 100))
surface.blit(score_surf, (10, 10))
lives_surf = hud_font.render("Lives: {}".format(lives),
True, (255, 100, 100))
surface.blit(lives_surf,
(GAME_WIDTH // 2 - lives_surf.get_width() // 2, 10))
level_surf = hud_font.render("Level: {}".format(level),
True, (100, 200, 255))
surface.blit(level_surf,
(GAME_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)
surface.blit(vol_surf,
(GAME_WIDTH - vol_surf.get_width() - 10, 30))
# Show window size info
win_w, win_h = scr_mgr.screen.get_size()
res_text = "Window: {}x{} | Game: {}x{}{}".format(
win_w, win_h, GAME_WIDTH, GAME_HEIGHT,
" [FS]" if scr_mgr.fullscreen else "")
res_surf = small_font.render(res_text, True, (100, 100, 100))
surface.blit(res_surf, (10, 30))
def draw_overlay(surface, title_text, title_color):
overlay = pygame.Surface((GAME_WIDTH, GAME_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 150))
surface.blit(overlay, (0, 0))
t = big_font.render(title_text, True, title_color)
surface.blit(t, (GAME_WIDTH // 2 - t.get_width() // 2,
GAME_HEIGHT // 2 - 100))
fs = medium_font.render("Final score: {}".format(score),
True, (255, 255, 255))
surface.blit(fs, (GAME_WIDTH // 2 - fs.get_width() // 2,
GAME_HEIGHT // 2 - 50))
r = medium_font.render("Press SPACE for menu", True, (200, 200, 200))
surface.blit(r, (GAME_WIDTH // 2 - r.get_width() // 2,
GAME_HEIGHT // 2 - 10))
def draw_game_scene(surface):
surface.fill(BG_COLOR)
bricks.draw(surface)
for anim in shatter_animations:
anim.draw(surface)
ball_trail.draw(surface)
paddle_glow.draw(surface, paddle.rect)
paddle_group.draw(surface)
ball_group.draw(surface)
particles.draw(surface)
draw_hud(surface)
# -- Main loop --------------------------------------------------------------
running = True
while running:
dt = clock.tick(FPS) / 1000.0
# Convert mouse position to game coordinates
raw_mx, raw_my = pygame.mouse.get_pos()
mouse_pos = scr_mgr.window_to_game(raw_mx, raw_my)
mouse_click = False
# Alias the game surface for drawing
gs = scr_mgr.game_surface
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.VIDEORESIZE:
scr_mgr.handle_resize(event)
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
mouse_click = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_F11:
scr_mgr.toggle_fullscreen()
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 --
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.update(mouse_game_x=mouse_pos[0])
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(
GAME_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 (to game surface) --
if game_state == STATE_MENU:
draw_menu(gs)
for btn in menu_buttons:
btn.draw(gs)
elif game_state == STATE_DIFFICULTY:
draw_difficulty_screen(gs)
for btn in difficulty_buttons:
btn.draw(gs)
elif game_state == STATE_HIGH_SCORES:
draw_high_scores_screen(gs)
btn_hs_back.draw(gs)
elif game_state == STATE_PLAYING:
draw_game_scene(gs)
info = small_font.render(
"[M] Mouse [P] Pause [F1] Mute [F11] Fullscreen",
True, (150, 150, 150))
gs.blit(info, (10, GAME_HEIGHT - 25))
elif game_state == STATE_PAUSED:
draw_game_scene(gs)
overlay = pygame.Surface((GAME_WIDTH, GAME_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 150))
gs.blit(overlay, (0, 0))
t = big_font.render("PAUSED", True, (200, 200, 255))
gs.blit(t, (GAME_WIDTH // 2 - t.get_width() // 2,
GAME_HEIGHT // 2 - 120))
for btn in pause_buttons:
btn.draw(gs)
elif game_state == STATE_GAME_OVER:
draw_game_scene(gs)
draw_overlay(gs, "GAME OVER", (255, 60, 60))
elif game_state == STATE_YOU_WIN:
draw_game_scene(gs)
draw_overlay(gs, "YOU WIN!", (100, 255, 100))
# Scale and present
scr_mgr.present()
pygame.quit()
sys.exit()
Download
Download the source code for this chapter: brick-breaker-ch17.zip
