Ce que vous allez apprendre
Dans ce chapitre, nous ajoutons trois types d'animations au jeu : un effet de destruction de brique (flash blanc puis disparition), une trainee derriere la balle, et un halo lumineux sur la raquette quand la balle rebondit dessus.
Le concept
L'animation dans un jeu video repose sur le temps. Chaque effet a une duree de vie : il commence, evolue a chaque frame, puis disparait. On utilise un timer qui avance avec dt pour suivre la progression.
Les trois animations de ce chapitre :
- BrickShatter : la brique flash en blanc, puis retrecit en devenant transparente.
- BallTrail : une serie de cercles semi-transparents qui suivent la balle avec un leger retard.
- PaddleGlow : un rectangle lumineux qui apparait autour de la raquette pendant un court instant.
Etape par etape
1. Animation de destruction de brique
Quand une brique est detruite, on cree un objet BrickShatter a sa position. L'animation passe par deux phases : un flash blanc rapide (30 pour cent de la duree), puis un fondu progressif avec retrecissement.
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. Trainee de la balle
La trainee enregistre les dernieres positions de la balle dans une liste. A chaque frame, on dessine des cercles de taille et d'opacite decroissantes pour les positions les plus anciennes.
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. Halo de la raquette
Quand la balle touche la raquette, on declenche le halo avec paddle_glow.trigger(). L'intensite diminue lineairement sur 0.2 seconde, creant un bref eclat lumineux.
4. Integration dans la boucle
Dans la phase de mise a jour, on met a jour toutes les animations. Dans la phase de dessin, on les dessine entre les briques et les 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)
Points cles a retenir
Astuce : la cle d'une bonne animation est la progression (0 a 1). Toutes les proprietes visuelles (taille, opacite, couleur) peuvent etre calculees a partir de cette seule valeur.
Piege courant : creer des surfaces SRCALPHA a chaque frame est couteux. Pour des jeux plus complexes, pre-calculez les frames d'animation.
Ordre de dessin : les effets doivent etre dessines dans le bon ordre. La trainee va sous la balle, le halo va sous la raquette, les eclats vont par-dessus les briques.
Code complet
"""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()
Telechargement
Telecharger le code source de ce chapitre : brick-breaker-ch14.zip
