I am making a BrickBreaker/Breakout game using pygame. I want my game to create rows of bricks until the a brick hits the paddle but I can't figure out how to do so. Currently it only creates 1 row of bricks. I also want to make the bricks dissappear when the ball hits them. Currently when the bricks are hit they just move off the screen, but I want them to get permanently deleted.
Thanks!
My current code:
# Brick Breaker Game
import pygame
import random
# Initialize the pygame
pygame.init()
# create the screen
screen = pygame.display.set_mode((800, 600))
# background
background = pygame.image.load("realBackground.png")
# Title and Icon
pygame.display.set_caption("Brick Breaker")
icon = pygame.image.load("Brick Breaker Icon.png")
pygame.display.set_icon(icon)
# Paddle
paddleImage = pygame.image.load("scaledPaddle.png")
paddleX = 335
paddleY = 550
paddleX_change = 0
# BrickCoordinates
brickX = []
brickY = []
brickX_change = []
brickY_change = []
numOfBricks = 6
brickXValue = 15
for i in range(numOfBricks):
brickX.append(brickXValue)
brickY.append(0)
brickX_change.append(0.3)
brickY_change.append(0)
# Add 120 if thick lines in middle bricks
# Add 110 if uniform thickness
brickXValue += 130
#Bricks
yellowBrickImage = pygame.image.load("yellowBrick.png")
greenBrickImage = pygame.image.load("greenBrick.png")
blueBrickImage = pygame.image.load("blueBrick.png")
pinkBrickImage = pygame.image.load("pinkBrick.png")
# ball
ballImage = pygame.image.load("Ball.png")
ballX = 380
ballY = 280
ballX_change = 1.5
ballY_change = 1.5
#Score
scoreValue = 0
font = pygame.font.Font("Neufreit-ExtraBold.otf",24)
textX = 10
textY = 10
def showScore(x,y):
score = font.render("Score : " + str(scoreValue), True, (255,255,255))
screen.blit(score,(x,y))
def paddle(x, y):
screen.blit(paddleImage, (x, y))
def yellowBrick(x, y, i):
screen.blit(yellowBrickImage, (x, y))
def greenBrick(x, y, i):
screen.blit(greenBrickImage, (x, y))
def blueBrick(x, y, i):
screen.blit(blueBrickImage, (x, y))
def pinkBrick(x, y, i):
screen.blit(pinkBrickImage, (x, y))
def ball(x, y):
screen.blit(ballImage, (x, y))
#To pick random brick colours
colourOfBrick = []
for i in range(numOfBricks):
colourOfBrick.append(random.randint(1,4))
# Game Loop (makes sure game is always running)
running = True
while running:
# To change background colour
screen.fill((128, 128, 128))
# background image
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If keystroke is pressed check whether left or right
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
paddleX_change = -5
if event.key == pygame.K_RIGHT:
paddleX_change = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
paddleX_change = 0
# Checking boudries of paddle
paddleX += paddleX_change
if paddleX <= 0:
paddleX = 0
elif paddleX >= 669:
paddleX = 669
#Draw Rectangles around bricks
brickRect = []
for i in range(numOfBricks):
brickRect.append(pygame.draw.rect(screen, (0, 0, 0), (brickX[i], brickY[i], 120, 42),1))
# Brick Movement
for i in range(numOfBricks):
brickY[i] += brickY_change[i]
if brickY[i] <= 0:
brickY_change[i] = 0.3
elif brickY[i] >= 500:
brickY_change[i] = -0.3
# Makes brick show up on screen
if colourOfBrick[i] == 1:
yellowBrick(brickX[i], brickY[i], i)
elif colourOfBrick[i] == 2:
greenBrick(brickX[i], brickY[i], i)
elif colourOfBrick[i] == 3:
blueBrick(brickX[i], brickY[i], i)
elif colourOfBrick[i] == 4:
pinkBrick(brickX[i], brickY[i], i)
# Ball Movement and boundary checking
ballX += ballX_change
if ballX <= 0:
ballX_change *= -1
elif ballX >= 760:
ballX_change *= -1
ballY += ballY_change
if ballY <= 0:
ballY_change *= -1
elif ballY >= 560:
ballX = 380
ballY = 280
# Paddle and Ball Collision
if ballY > 530 and ballY < 535 and (ballX+20) < paddleX + 131 and (ballX+20) > paddleX:
ballY_change *= -1
paddle(paddleX, paddleY)
ballCircle = pygame.draw.circle(screen, (255,0,0), (int(ballX+20),int(ballY+20)) ,20)
ball(ballX, ballY)
#Ball and Brick Collision
for i in range (numOfBricks):
if ballCircle.colliderect(brickRect[i]):
if abs(ballCircle.top - brickRect[i].bottom < 10) and ballY_change < 0:
brickX[i] = -400
ballY_change *= -1
scoreValue += 1
showScore(textX,textY)
pygame.display.update()

for-loops - external loop means row, internal loop means brick in current row. And create 2-dimensional list with bricks - so later you can getall_bricks[row][column]- furasbrickY.append(0)- you have to create bricks with other value to have more rows. - furas