Ce que vous allez apprendre

Dans ce chapitre, nous ajoutons de la physique au jeu : des briques speciales (rouge = acceleration, bleu = deceleration, vert = gravite), et des power-ups qui tombent des briques detruites (raquette elargie, vie supplementaire, bonus multi-balle).

Le concept

Les briques speciales ajoutent de la variete au gameplay. Quand la balle touche une brique rouge, elle accelere. Une brique bleue la ralentit. Une brique verte active un effet de gravite sur la balle pendant quelques secondes (elle est tiree vers le bas).

Les power-ups sont des objets qui tombent avec la gravite et que le joueur attrape avec la raquette.

Etape par etape

1. Types de briques

Chaque brique a un attribut brick_type : NORMAL, RED, BLUE ou GREEN. Les briques speciales sont marquees d'un cercle colore au centre.

python
BRICK_NORMAL = 0
BRICK_RED = 1    # accelere la balle
BRICK_BLUE = 2   # ralentit la balle
BRICK_GREEN = 3  # balle lourde (gravite)

2. Effets de la balle

La balle a de nouvelles methodes : accelerate() augmente la vitesse, decelerate() la reduit (minimum 150), et make_heavy() active la gravite.

python
def accelerate(self, amount=60):
    self.speed += amount
    angle = math.atan2(self.vy, self.vx)
    self.vx = self.speed * math.cos(angle)
    self.vy = self.speed * math.sin(angle)

3. La classe PowerUp

Un power-up tombe du ciel avec la gravite et une oscillation. Le joueur le capture en le touchant avec la raquette. Trois types : W (raquette large), + (vie supplementaire), M (multi-balle).

4. Raquette elargie

Le power-up W elargit la raquette de 50 pourcent pendant 8 secondes. La raquette se reconstruit avec la nouvelle largeur et revient a la taille normale apres le delai.

Points cles a retenir

Astuce : pour modifier la direction de la balle sans changer sa vitesse, utilisez atan2 pour obtenir l'angle actuel.

Piege courant : oublier de limiter la vitesse minimale de la balle apres deceleration peut la rendre trop lente ou immobile.

Code complet

python
"""Brick Breaker - Chapter 18: Physics"""
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)

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]

# Brick types
BRICK_NORMAL = 0
BRICK_RED = 1       # accelerates ball
BRICK_BLUE = 2      # decelerates ball
BRICK_GREEN = 3     # heavy ball (gravity)

# Power-up types
POWERUP_WIDER = 0   # wider paddle
POWERUP_LIFE = 1    # extra life
POWERUP_MULTI = 2   # multi-ball hint (visual cue)

POWERUP_COLORS = {
    POWERUP_WIDER: (255, 200, 0),
    POWERUP_LIFE:  (255, 50, 50),
    POWERUP_MULTI: (50, 150, 255),
}
POWERUP_LABELS = {
    POWERUP_WIDER: "W",
    POWERUP_LIFE:  "+",
    POWERUP_MULTI: "M",
}
POWERUP_SIZE = 20
POWERUP_FALL_SPEED = 120
POWERUP_DURATION = 8.0  # seconds for timed power-ups

# 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)
snd_powerup = generate_beep(frequency=900, duration_ms=120, volume=0.3)
snd_speed_up = generate_beep(frequency=1000, duration_ms=60, volume=0.25)
snd_speed_down = generate_beep(frequency=200, duration_ms=100, volume=0.25)


# -- 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 manager ---------------------------------------------------------

class ScreenManager:
    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 18")
        self._update_scaling()

    def _update_scaling(self):
        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:
            scaled_h = win_h
            scaled_w = int(win_h * game_aspect)
        else:
            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):
        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):
        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):
        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)


# -- PowerUp class ----------------------------------------------------------

class PowerUp:
    """A falling power-up item released from a special brick."""

    def __init__(self, x, y, ptype):
        self.x = float(x)
        self.y = float(y)
        self.ptype = ptype
        self.color = POWERUP_COLORS[ptype]
        self.label = POWERUP_LABELS[ptype]
        self.alive = True
        self.vy = POWERUP_FALL_SPEED
        self.gravity = 60.0
        self.bob_timer = random.uniform(0, math.pi * 2)
        self.size = POWERUP_SIZE

    def update(self, dt):
        self.vy += self.gravity * dt
        self.y += self.vy * dt
        self.bob_timer += dt * 4
        if self.y > GAME_HEIGHT + self.size:
            self.alive = False

    def get_rect(self):
        return pygame.Rect(int(self.x) - self.size // 2,
                           int(self.y) - self.size // 2,
                           self.size, self.size)

    def draw(self, surface):
        if not self.alive:
            return
        bob_offset = math.sin(self.bob_timer) * 3
        cx = int(self.x)
        cy = int(self.y + bob_offset)
        # Glow
        glow_surf = pygame.Surface((self.size * 2, self.size * 2),
                                   pygame.SRCALPHA)
        pygame.draw.circle(glow_surf,
                           (self.color[0], self.color[1], self.color[2], 60),
                           (self.size, self.size), self.size)
        surface.blit(glow_surf, (cx - self.size, cy - self.size))
        # Body
        pygame.draw.circle(surface, self.color, (cx, cy), self.size // 2)
        pygame.draw.circle(surface, (255, 255, 255), (cx, cy),
                           self.size // 2, 2)
        # Label
        font = pygame.font.SysFont("monospace", 14, bold=True)
        lbl = font.render(self.label, True, (255, 255, 255))
        surface.blit(lbl, (cx - lbl.get_width() // 2,
                           cy - lbl.get_height() // 2))


# -- Sprite classes ---------------------------------------------------------

class Paddle(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.base_width = PADDLE_WIDTH
        self.current_width = PADDLE_WIDTH
        self.wide_timer = 0.0
        self._build_image()
        self.rect.centerx = GAME_WIDTH // 2
        self.rect.y = GAME_HEIGHT - 40
        self.use_mouse = False

    def _build_image(self):
        w = self.current_width
        self.image = pygame.Surface((w, 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), (w, y))
        pygame.draw.rect(self.image, (0, 0, 0, 0), (0, 0, 3, 3))
        pygame.draw.rect(self.image, (0, 0, 0, 0), (w - 3, 0, 3, 3))
        # Tint if wide
        if self.current_width > self.base_width:
            tint = pygame.Surface((w, PADDLE_HEIGHT), pygame.SRCALPHA)
            tint.fill((255, 200, 0, 40))
            self.image.blit(tint, (0, 0))
        self.image = self.image.convert_alpha()
        old_center = self.rect.center if hasattr(self, 'rect') else (
            GAME_WIDTH // 2, GAME_HEIGHT - 40)
        self.rect = self.image.get_rect(center=old_center)

    def make_wider(self, duration=POWERUP_DURATION):
        self.current_width = int(self.base_width * 1.5)
        self.wide_timer = duration
        self._build_image()

    def update(self, dt=0, mouse_game_x=None):
        # Update power-up timer
        if self.wide_timer > 0:
            self.wide_timer -= dt
            if self.wide_timer <= 0:
                self.wide_timer = 0
                self.current_width = self.base_width
                self._build_image()

        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)
        self.heavy = False
        self.heavy_timer = 0.0
        self.heavy_gravity = 40.0  # pixels/s^2 downward pull

    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)
        self.heavy = False
        self.heavy_timer = 0.0

    def make_heavy(self, duration=5.0):
        self.heavy = True
        self.heavy_timer = duration

    def update(self, dt):
        # Heavy ball: gravity pulls downward
        if self.heavy:
            self.vy += self.heavy_gravity * dt
            self.heavy_timer -= dt
            if self.heavy_timer <= 0:
                self.heavy = False
                self.heavy_timer = 0.0

        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.current_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

    def accelerate(self, amount=60):
        """Increase speed (from red brick)."""
        self.speed += amount
        current_angle = math.atan2(self.vy, self.vx)
        self.vx = self.speed * math.cos(current_angle)
        self.vy = self.speed * math.sin(current_angle)

    def decelerate(self, amount=40):
        """Decrease speed (from blue brick), minimum 150."""
        self.speed = max(150, self.speed - amount)
        current_angle = math.atan2(self.vy, self.vx)
        self.vx = self.speed * math.cos(current_angle)
        self.vy = self.speed * math.sin(current_angle)


class Brick(pygame.sprite.Sprite):
    def __init__(self, x, y, color, row, brick_type=BRICK_NORMAL):
        super().__init__()
        self.brick_type = brick_type
        self.color = color
        self.row = row
        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))
        # Special brick marker
        if brick_type != BRICK_NORMAL:
            marker_colors = {
                BRICK_RED: (255, 60, 60),
                BRICK_BLUE: (60, 60, 255),
                BRICK_GREEN: (60, 255, 60),
            }
            mc = marker_colors.get(brick_type, (255, 255, 255))
            pygame.draw.circle(self.image, mc,
                               (BRICK_WIDTH // 2, BRICK_HEIGHT // 2), 4)
            pygame.draw.circle(self.image, (255, 255, 255),
                               (BRICK_WIDTH // 2, BRICK_HEIGHT // 2), 4, 1)
        self.image = self.image.convert_alpha()
        self.rect = self.image.get_rect(topleft=(x, y))

    def score_value(self):
        base = (BRICK_ROWS - self.row) * 10
        if self.brick_type != BRICK_NORMAL:
            base += 20  # bonus for special bricks
        return base


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)
            # 20 pct chance of special brick
            roll = random.random()
            if roll < 0.07:
                btype = BRICK_RED
                bcolor = (220, 60, 60)
            elif roll < 0.14:
                btype = BRICK_BLUE
                bcolor = (60, 60, 220)
            elif roll < 0.20:
                btype = BRICK_GREEN
                bcolor = (60, 200, 60)
            else:
                btype = BRICK_NORMAL
                bcolor = color
            group.add(Brick(x, y, bcolor, row, btype))
    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()
powerups = []

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 spawn_powerup(brick):
    """Spawn a power-up from a special brick."""
    if brick.brick_type == BRICK_NORMAL:
        return
    # 50 pct chance to drop a power-up from a special brick
    if random.random() > 0.5:
        return
    ptype = random.choice([POWERUP_WIDER, POWERUP_LIFE, POWERUP_MULTI])
    powerups.append(PowerUp(brick.rect.centerx, brick.rect.centery, ptype))


def apply_powerup(pu):
    """Apply a caught power-up."""
    global lives
    if pu.ptype == POWERUP_WIDER:
        paddle.make_wider()
    elif pu.ptype == POWERUP_LIFE:
        lives = min(lives + 1, MAX_LIVES + 2)
    elif pu.ptype == POWERUP_MULTI:
        # Multi-ball hint: just add score bonus (full multi-ball is complex)
        pass


def start_game():
    global lives, score, level, bricks, game_state, shatter_animations
    global powerups
    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()
    powerups = []
    paddle.current_width = paddle.base_width
    paddle.wide_timer = 0.0
    paddle._build_image()
    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("Physics Edition", True, (200, 200, 255))
    surface.blit(subtitle, (GAME_WIDTH // 2 - subtitle.get_width() // 2,
                            GAME_HEIGHT // 3 - 10))


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))


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:
        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, 110 + 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))
    # Status indicators
    status_parts = []
    if ball.heavy:
        status_parts.append("HEAVY BALL {:.1f}s".format(ball.heavy_timer))
    if paddle.wide_timer > 0:
        status_parts.append("WIDE PADDLE {:.1f}s".format(paddle.wide_timer))
    if status_parts:
        status_text = " | ".join(status_parts)
        st = small_font.render(status_text, True, (255, 200, 100))
        surface.blit(st, (GAME_WIDTH // 2 - st.get_width() // 2, 30))
    # Legend
    legend = small_font.render(
        "Red=Accel  Blue=Decel  Green=Heavy  Drops=PowerUps",
        True, (80, 80, 80))
    surface.blit(legend, (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)
    # Draw power-ups
    for pu in powerups:
        pu.draw(surface)
    particles.draw(surface)
    draw_hud(surface)


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

running = True
while running:
    dt = clock.tick(FPS) / 1000.0
    raw_mx, raw_my = pygame.mouse.get_pos()
    mouse_pos = scr_mgr.window_to_game(raw_mx, raw_my)
    mouse_click = False
    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
                else:
                    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(dt=dt, 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]

        # Update power-ups
        for pu in powerups:
            pu.update(dt)
        powerups = [pu for pu in powerups if pu.alive]

        # Power-up catch (paddle collision)
        for pu in powerups[:]:
            if pu.alive and pu.get_rect().colliderect(paddle.rect):
                pu.alive = False
                apply_powerup(pu)
                play_sound(snd_powerup)

        # Wall bounces
        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)
                # Special brick effects
                if brick.brick_type == BRICK_RED:
                    ball.accelerate(60)
                    play_sound(snd_speed_up)
                elif brick.brick_type == BRICK_BLUE:
                    ball.decelerate(40)
                    play_sound(snd_speed_down)
                elif brick.brick_type == BRICK_GREEN:
                    ball.make_heavy(5.0)
                # Possibly spawn power-up
                spawn_powerup(brick)
            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(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))

    scr_mgr.present()

pygame.quit()
sys.exit()

Telechargement

Telecharger le code source de ce chapitre : brick-breaker-ch18.zip