Add Game
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import pygame
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import sys
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import os
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# Initialize Pygame
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pygame.init()
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pygame.mixer.init()
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# Constants
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WIDTH, HEIGHT = 800, 600
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BALL_RADIUS = 15
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PADDLE_WIDTH, PADDLE_HEIGHT = 100, 10
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PADDLE_SPEED = 10
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BRICK_WIDTH, BRICK_HEIGHT = 80, 20
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BRICK_ROWS = 4
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BRICK_COLS = 10
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LINE_HEIGHT = 5
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# Colors
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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GREEN = (34, 139, 34)
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RED = (255, 0, 0)
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# Sounds
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wall_sound = None
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block_sound = None
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death_sound = None
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# Check if sound files exist before loading
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if os.path.exists("wall.wav"):
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wall_sound = pygame.mixer.Sound("wall.wav")
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if os.path.exists("block.wav"):
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block_sound = pygame.mixer.Sound("block.wav")
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if os.path.exists("death.wav"):
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death_sound = pygame.mixer.Sound("death.wav")
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# Create the game window
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Arkanoid")
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# Create the paddle
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paddle = pygame.Rect((WIDTH - PADDLE_WIDTH) // 2, HEIGHT - PADDLE_HEIGHT - 20, PADDLE_WIDTH, PADDLE_HEIGHT)
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# Create the ball
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ball = pygame.Rect(WIDTH // 2 - BALL_RADIUS, HEIGHT // 2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2)
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ball_speed = [5, 5] # [x, y]
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# Create death line
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line = pygame.Rect(0, HEIGHT - LINE_HEIGHT, WIDTH, LINE_HEIGHT)
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# Create bricks
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bricks = []
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for row in range(BRICK_ROWS):
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for col in range(BRICK_COLS):
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brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
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bricks.append(brick)
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# Scoring
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score = 0
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font = pygame.font.Font(None, 36)
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# Game Over flag and text
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game_over = False
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game_started = False
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game_over_text = font.render("Game Over", True, WHITE)
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game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
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# Render a simple "Press any key to start" message
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start_message_font = pygame.font.Font(None, 36)
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start_message = start_message_font.render("Press any key to start", True, WHITE)
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start_message_rect = start_message.get_rect(center=(WIDTH // 2, HEIGHT // 2))
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# Main game loop
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while not game_over:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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game_started = True
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if not game_started:
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# Draw the start message and update the display
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screen.fill(BLACK)
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screen.blit(start_message, start_message_rect)
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pygame.display.flip()
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pygame.time.delay(100) # Adjust the delay as needed for smoother transition
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continue # Skip the rest of the loop until the player presses a key to start the game
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT] and paddle.left > 0:
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paddle.x -= PADDLE_SPEED
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if keys[pygame.K_RIGHT] and paddle.right < WIDTH:
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paddle.x += PADDLE_SPEED
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if keys[pygame.K_a] and paddle.left > 0:
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paddle.x -= PADDLE_SPEED
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if keys[pygame.K_d] and paddle.right < WIDTH:
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paddle.x += PADDLE_SPEED
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# Update the ball position
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ball.x += ball_speed[0]
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ball.y += ball_speed[1]
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# Ball collisions with walls
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if ball.left <= 0 or ball.right >= WIDTH:
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ball_speed[0] = -ball_speed[0]
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if wall_sound:
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wall_sound.play()
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if ball.top <= 0:
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ball_speed[1] = -ball_speed[1]
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if wall_sound:
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wall_sound.play()
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# Game Over condition
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if ball.bottom >= HEIGHT:
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game_over = True
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if death_sound:
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death_sound.play()
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# Ball collision with paddle
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if ball.colliderect(paddle) and ball_speed[1] > 0:
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ball_speed[1] = -ball_speed[1]
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if wall_sound:
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wall_sound.play()
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# Ball collisions with bricks
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for brick in bricks:
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if ball.colliderect(brick):
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bricks.remove(brick)
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ball_speed[1] = -ball_speed[1]
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score += 5
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if block_sound:
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block_sound.play()
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# Draw everything
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screen.fill(BLACK)
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pygame.draw.rect(screen, WHITE, paddle)
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pygame.draw.ellipse(screen, WHITE, ball)
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pygame.draw.rect(screen, RED, line)
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for brick in bricks:
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pygame.draw.rect(screen, WHITE, brick)
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# Draw score
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score_text = font.render("Score: {}".format(score), True, WHITE)
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screen.blit(score_text, (10, HEIGHT - 40 - score_text.get_height()))
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# Update the display
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pygame.display.flip()
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# Cap the frame rate
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pygame.time.Clock().tick(60)
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# Display Game Over text
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screen.fill(BLACK)
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screen.blit(game_over_text, game_over_rect)
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pygame.display.flip()
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# Wait for a few seconds before quitting
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pygame.time.delay(1500)
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pygame.quit()
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sys.exit()
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