Pygame Tutorial 4 – Breakout: Step 3
Written by Collin Green — Version 1.0.0 — 2010-12-31
Goal:
In step 2 we created a semi-playable version of breakout; we could break the blocks but there was only one level and no way to win or lose. Next tutorial we will add the rest of the gameplay, but in this one we are going to make a level editor so we can create levels very quickly and easily. At the end you should be able to crank out new levels in a couple second each.
The Plan
To create the level editor we are going to copy over a bunch of code from the game and modify it. We want the editor to have exactly the same setup as the main board, so we will set up the background the same way. Our goal is to have an easy interface to create a bunch of blocks and then export them into a file we can easily parse in the next step of the tutorial. I decided we will do this by creating a full ‘level’ of Blocks and adjusting the Block class to represent both a blank space and an unbreakable block in addition to the 5 block levels we already have. Now we just figure out what Block the user clicks on and increment/decrement its level accordingly. Then when the user decides to save, we will take our level of Blocks and save off a file containing all their levels.
The Setup
The very first thing to do is start a new file. This is a separate program so we want it in its own file. At the top of the file put the usual import code.
11 12 13 14 15 16 17 18 | try: import sys, os import pygame from pygame.locals import * except ImportError, err: print "%s Failed to Load Module: %s" % (__file__, err) sys.exit(1) |
The Pieces
Now we need to copy over some of the pieces we used in the real game. We could have imported the classes from the game file and modified them, but the changes are pretty severe and I felt like it was more clear to just rewrite everything here.
The first thing we have is our Block class. It is fairly similar to the game one, except we made some changes. We removed the hit function since we don’t need it and added up and down functions to adjust the block level. We also added the resetImage function which just reloads the correct image for the Block when we change its level.
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 | class Block(pygame.sprite.Sprite): """A block sprite. Has a level and a position.""" def __init__(self, xy, images, level=1): pygame.sprite.Sprite.__init__(self) # save images and level self.images = images self.level = level # create initial rect self.rect = pygame.Rect(xy[0]-25, xy[1]-10, 50, 20) # left, top, width, height # set image and rect so we can be rendered self.resetImage() def up(self): self.level += 1 self.resetImage() def down(self): self.level -= 1 self.resetImage() def resetImage(self): if self.level in self.images: self.image = self.images[self.level] xy = self.rect.center # save previous position self.rect = self.image.get_rect() # reset rect in case shape changes self.rect.center = xy # reset block to old position |
BlockFactory
Next we copy over the BlockFactory. This is nearly the same except we remove the getSolidBlock function and add the gray block image to the regular image list we pass to new Blocks. That way we don’t have to do anything different when we want to create a solid block – it is just another level as far as our Block class is concerned.
51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 | class BlockFactory(object): """Using this class to return blocks with a copy of the images already loaded. No sense in re-loaded all the images for every block every time one is created.""" def __init__(self): # load all our block images self.images = { 1: pygame.image.load(os.path.join('images','block_blue.png')), 2: pygame.image.load(os.path.join('images','block_green.png')), 3: pygame.image.load(os.path.join('images','block_red.png')), 4: pygame.image.load(os.path.join('images','block_orange.png')), 5: pygame.image.load(os.path.join('images','block_purple.png')), 6: pygame.image.load(os.path.join('images','block_gray.png')) } def getBlock(self, xy, level=1): return Block(xy, self.images, level) |
Button Sprite
Since the rest of the editor is all mouse clicks, I wanted a button the user could click to save the level instead of having to go to the keyboard and hitting ctrl-s, so here is an extremely simple button class. It is just a sprite that uses the font class to generate an
image and uses that for rendering. It isn’t pretty, but we could easily make it a little nicer looking if we wanted to with a little draw code instead of just filling the background.
71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 | class Button(pygame.sprite.Sprite): """An extremely simple button sprite.""" def __init__(self, xy, text): pygame.sprite.Sprite.__init__(self) self.xy = xy self.font = pygame.font.Font(None, 25) # load the default font, size 25 self.color = (0, 0, 0) # our font color in rgb self.text = text self.generateImage() # generate the image def generateImage(self): # draw text with a solid background - about as simple as we can get self.image = self.font.render(self.text, True, self.color, (200,200,200)) self.rect = self.image.get_rect() self.rect.center = self.xy |
Text Sprite
This one is very very similar to the button sprite above, but for clarity I decided they could be two different classes. This one stores and renders some text the same way, but has another method for changing the text. I also hardcoded the colors into these classes because I’m lazy — If you wanted to merge them you would just need to make some options for setting the font color and filling the background.
88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 | class TextSprite(pygame.sprite.Sprite): """An extremely simple text sprite.""" def __init__(self, xy, text=''): pygame.sprite.Sprite.__init__(self) self.xy = xy # save xy -- will center our rect on it when we change the text self.font = pygame.font.Font(None, 25) # load the default font, size 25 self.color = (255, 165, 0) # our font color in rgb self.text = text self.generateImage() # generate the image def setText(self, text): self.text = text self.generateImage() def generateImage(self): """Updates the text. Renders a new image and re-centers at the initial coordinates.""" self.image = self.font.render(self.text, True, self.color) self.rect = self.image.get_rect() self.rect.center = self.xy |
LevelBuilder
Next we have our LevelBuilder class. This is the same as the Game class in the previous tutorials, and you’ll see that their __init__ and run methods are very similar. Things to notice in the __init__ — we are now also listening for mouse click events, we create our save button and feedback text sprites, and we have a function resetLevel that we call to get it set up and ready for the user.
110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 | class LevelBuilder(object): """Our level builder object! Initializes everything.""" def __init__(self): """Initializes pygame and sets up our pygame window and other pygame tools.""" # load and set up pygame pygame.init() # create our window self.window = pygame.display.set_mode((520, 600)) # clock for ticking self.clock = pygame.time.Clock() # set the window title pygame.display.set_caption("Pygame Tutorial 4 - Breakout") # tell pygame to only pay attention to certain events # we want to know if the user hits the X on the window, and we # want keys so we can close the window with the esc key pygame.event.set_allowed([QUIT, KEYDOWN, KEYUP, MOUSEBUTTONDOWN]) # make background self.background = pygame.image.load(os.path.join('images','background.jpg')) # blit the background onto the window self.window.blit(self.background, (0,0)) # flip the display so the background is on there pygame.display.flip() # create sprite group for blocks self.blocks = pygame.sprite.RenderUpdates() # create sprite group for everything else self.sprites = pygame.sprite.RenderUpdates() # create our blockfactory object self.blockfactory = BlockFactory() # create a blank level self.resetLevel() # Save button sprite self.savebutton = Button((260,450), 'Save') self.sprites.add(self.savebutton) # feedback sprite self.feedback = TextSprite((260, 550), '') self.sprites.add(self.feedback) |
LevelBuilder.run
The run method is almost exactly the same except each frame we also call self.drawGrid which draws grid lines to show where the user can click. I put this method after we draw the blocks, which makes the lines overlap them a bit, but doing it before the clear was causing some flickering I didn’t like. Try both ways and see what I mean.
161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 | def run(self): """Runs the game. Contains the game loop that computes and renders each frame.""" print 'Starting Event Loop' running = True # run until something tells us to stop while running: # tick pygame clock # you can limit the fps by passing the desired frames per seccond to tick() self.clock.tick(60) # handle pygame events -- if user closes game, stop running running = self.handleEvents() # update the title bar with our frames per second pygame.display.set_caption('Pygame Tutorial 4 - Breakout %d fps' % self.clock.get_fps()) # render blocks self.blocks.clear(self.window, self.background) dirty = self.blocks.draw(self.window) # render everything else self.sprites.clear(self.window, self.background) dirty += self.sprites.draw(self.window) # draw a grid on our background self.drawGrid() # blit the dirty areas of the screen pygame.display.update(dirty) # updates just the 'dirty' areas print 'Quitting. Thanks for playing' |
LevelBuilder.resetLevel
Here is the resetLevel method we called in the __init__. The first line empties our block render group so we don’t leave any Blocks in there rendering when they were supposed to be removed. The rest creates an empty 2D array then fills it with Blocks of level 0.
197 198 199 200 201 202 203 204 205 206 207 208 209 | def resetLevel(self): # empty our sprite group self.blocks.empty() # create our level object -- 2D array of blocks with level 0 self.level = [] for y in range(5): row = [] for x in range(10): pos = (35+(x*50), 20+(y*20)) # calculate the position for the block block = self.blockfactory.getBlock(pos, 0) # create the block row.append(block) # add the block to the row self.level.append(row) # add the row to the array |
LevelBuilder.drawGrid
Next is the drawGrid class we call each frame to, you guessed it, draw the grid. It uses the pygame.draw functions to put white lines around all the places we can put a block. Looking back now, I think a better way to write this would have been to just create another block image that was just an outline and pass that to new Blocks as their level 0 image. Oh well – take this as an example of how there are lots of ways to solve the same problem.
211 212 213 214 215 216 217 218 219 220 221 | def drawGrid(self): # draw lines on the background where blocks can go linecolor = (255,255,255) for col in range(11): # 11 so we get both sides of all the columns # surface, color, start, end pygame.draw.line(self.window, linecolor, (10+(col*50),10), ((10+col*50),110)) for row in range(6): # 6 so we get both sides of all the rows pygame.draw.line(self.window, linecolor, (10, 10+(row*20)), (510, 10+(row*20))) # render the display pygame.display.flip() |
LevelBuilder.handleEvents
This one is pretty similar to the game handleEvents method. We check if the user presses escape to end or control-s to save and we send any mouse clicks to the mouseDown method for processing.
223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 | def handleEvents(self): """Poll for PyGame events and behave accordingly. Return false to stop the event loop and end the level builder.""" # poll for pygame events for event in pygame.event.get(): if event.type == QUIT: return False # handle user input elif event.type == KEYDOWN: # if the user presses escape, quit the event loop. if event.key == K_ESCAPE: return False # ctrl-s saves the level elif event.key == K_s and event.mod & KMOD_CTRL: self.save() # handle mouse clicks in self.mouseDown elif event.type == MOUSEBUTTONDOWN: self.mouseDown(event.pos, event.button) return True |
LevelBuilder.mouseDown
This is the bulk of the level editor functionality. First, we check if the user clicked the save button and call the save function. Next, we filter out any clicks that aren’t in our level area because we don’t care about those. Then we figure out what Block the click was over and call Block.up for left clicks and Block.down for right clicks. We also have some code to remove Blocks with level 0 from the render group. Note: we wouldn’t need this extra code if we had gone with the alternative transparent level 0 image discussed above.
249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 | def mouseDown(self, position, button): """Handles all the mouse clicks. We want left clicks to add to a block or create one and right clicks to take away.""" posx, posy = position # check if the save button was clicked if self.savebutton.rect.collidepoint( position): self.save() return # otherwise, only care about clicks in the level area if posx < 10 or posx >= 510 or posy < 0 or posy >= 110: return # convert mouse position to block coordinate x = int((posx-10) / 50) # subtract 10 for the wall and divide by block width y = int((posy-10) / 20) # subtract 10 for the wall and divide by block height # get the block we are on block = self.level[y][x] # notice y then x because our level is rows then cols # Left click if button == 1: # if the block in this space is level 0, increment and add for render if block.level == 0: # increment block level block.up() # add to rendering group so it gets displayed self.blocks.add(block) # on a block with level less than 6 elif block.level < 6: # increment block level block.up() # on a block with level > 6 else: # loop back to an empty block block.level = 0 # remove from rendering group self.blocks.remove(block) # right click elif button == 3: # if the block in this space is greater than 1 if block.level > 1: # decrement block level block.down() # on a block with level < 1 else: # change back to an empty block block.level = 0 # remove from rendering group self.blocks.remove(block) |
LevelBuilder.save
The last thing we need to do in the LevelBuilder class is the save method. We first generate the ‘next’ level name by starting at level1.level and incrementing the number until there is not already a file with that name. Then we create the file and write the level of each block in each row, separated by spaces. Finally, we call resetLevel to clear out all the Blocks and give the user a clean slate to work from.
309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 | def save(self): self.feedback.setText('Saving...') # generate unique level name count = 1 name = 'level%d.level'%count while os.path.isfile( os.path.join('levels', name) ): count += 1 name = 'level%d.level'%count # create file f = open(os.path.join('levels',name), 'w') # generate contents from self.level for row in self.level: for col in row: f.write('%d ' % col.level) # write block level f.write('\n') # write new line # close file handle f.close() # show level name in feedback self.feedback.setText('Saved level to levels/%s' % name) print 'Saved levels/%s' % name # reset level self.resetLevel() |
The End
The very last thing is the couple lines of code at the end to create the LevelBuilder object and run it when the script is run.
339 340 341 | if __name__ == '__main__': lb = LevelBuilder() lb.run() |
Result and Download
Now we have a fully functional level builder! Use left and right clicks to add/subtract block levels and hit save to save. Couldn’t be more simple.
Tutorial Download:
Pygame Tutorial 4 - Breakout (223)
