import pygame import sys import os import random # Initialize Pygame pygame.init() pygame.mixer.init() # Constants WIDTH, HEIGHT = 800, 600 PADDLE_WIDTH, PADDLE_HEIGHT = 100, 10 PADDLE_SPEED = 10 BRICK_WIDTH, BRICK_HEIGHT = 80, 20 BRICK_ROWS = 4 BRICK_COLS = 10 LINE_HEIGHT = 5 CUPCAKE_WIDTH, CUPCAKE_HEIGHT = 30, 30 # Colors WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) PURPLE = (128, 0, 128) # Load additional sound files if os.path.exists("wearethechampions.mp3"): win_sound = pygame.mixer.Sound("wearethechampions.mp3") if os.path.exists("waltzn2.mp3"): bg_music = pygame.mixer.Sound("waltzn2.mp3") if os.path.exists("dishesfall.mp3"): fall_sound = pygame.mixer.Sound("dishesfall.mp3") if os.path.exists("boing.wav"): boing_sound = pygame.mixer.Sound("boing.wav") if os.path.exists("glassbreaking.mp3"): block_sound = pygame.mixer.Sound("glassbreaking.mp3") if os.path.exists("lookatthisdude.mp3"): death_sound = pygame.mixer.Sound("lookatthisdude.mp3") if os.path.exists("chew.wav"): chew_sound = pygame.mixer.Sound("chew.wav") # Create the game window screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Arkanoid") # Load beach background image background_image = pygame.image.load("beach.jpg").convert() background_image = pygame.transform.scale(background_image, (WIDTH, HEIGHT)) # Load cat image cat_original_image = pygame.image.load("cat.png").convert_alpha() CAT_WIDTH, CAT_HEIGHT = 50, 50 cat_image = pygame.transform.scale(cat_original_image, (CAT_WIDTH, CAT_HEIGHT)) # Load cupcake image cupcake_original_image = pygame.image.load("cupcake.png").convert_alpha() cupcake_image = pygame.transform.scale(cupcake_original_image, (CUPCAKE_WIDTH, CUPCAKE_HEIGHT)) # Create the paddle paddle = pygame.Rect((WIDTH - PADDLE_WIDTH) // 2, HEIGHT - PADDLE_HEIGHT - 20, PADDLE_WIDTH, PADDLE_HEIGHT) # Create the ball (cat) cat_rect = cat_image.get_rect(center=(WIDTH // 2, HEIGHT // 2)) cat_speed = [5, 5] # Cat movement speed # Create death line line = pygame.Rect(0, HEIGHT - LINE_HEIGHT, WIDTH, LINE_HEIGHT) # Create bricks bricks = [] for row in range(BRICK_ROWS): for col in range(BRICK_COLS): brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT) bricks.append(brick) # Falling Cupcakes class Cupcake: def __init__(self): self.width = CUPCAKE_WIDTH self.height = CUPCAKE_HEIGHT self.x = random.randint(0, WIDTH - self.width) self.y = 0 self.speed = random.randint(1, 3) def update(self): self.y += self.speed def draw(self, surface): surface.blit(cupcake_image, (self.x, self.y)) # Create a list to hold falling cupcakes falling_cupcakes = [] # Function to spawn falling cupcakes def spawn_cupcakes(): if len(falling_cupcakes) < 2: # Maximum 2 cupcakes on screen falling_cupcakes.append(Cupcake()) # Scoring score = 0 font = pygame.font.Font(None, 36) # Lives lives = 9 # Start with 9 lives # Game Over flag and text game_over = False game_started = False game_over_text = font.render("Game Over", True, WHITE) game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2)) # Winning flag and text winning = False winning_text = font.render("YOU WON!", True, WHITE) winning_rect = winning_text.get_rect(center=(WIDTH // 2, HEIGHT // 2)) # Flags for paddle movement move_left = False move_right = False # Function to draw heart def draw_heart(surface, color, pos): # Draw filled heart pygame.draw.polygon(surface, color, [(pos[0] + 5, pos[1] + 10), (pos[0] + 10, pos[1] + 5), (pos[0] + 15, pos[1] + 10), (pos[0] + 20, pos[1] + 5), (pos[0] + 25, pos[1] + 10), (pos[0] + 15, pos[1] + 25), (pos[0], pos[1] + 10)]) # Main game loop while not game_over: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # Key pressed elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: move_left = True elif event.key == pygame.K_RIGHT: move_right = True # Key released elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: move_left = False elif event.key == pygame.K_RIGHT: move_right = False # Move the paddle based on flags if move_left and paddle.left > 0: paddle.x -= PADDLE_SPEED if move_right and paddle.right < WIDTH: paddle.x += PADDLE_SPEED # Move the cat cat_rect.x += cat_speed[0] cat_rect.y += cat_speed[1] # Check for collision with walls if cat_rect.left <= 0 or cat_rect.right >= WIDTH: cat_speed[0] = -cat_speed[0] if boing_sound: boing_sound.play() if cat_rect.top <= 0 or cat_rect.colliderect(paddle): cat_speed[1] = -cat_speed[1] if boing_sound: boing_sound.play() # Check for collision with bricks for brick in bricks[:]: if cat_rect.colliderect(brick): bricks.remove(brick) if block_sound: block_sound.play() score += 1 # Check for collision with cupcakes for cupcake in falling_cupcakes[:]: if cat_rect.colliderect(cupcake.x, cupcake.y, cupcake.width, cupcake.height): falling_cupcakes.remove(cupcake) if chew_sound: chew_sound.play() lives += 1 # Restore one life # Increase the size of the cat cat_image = pygame.transform.scale(cat_original_image, (CAT_WIDTH + 10, CAT_HEIGHT + 10)) cat_rect = cat_image.get_rect(center=cat_rect.center) # Check for loss of life if cat_rect.bottom >= HEIGHT: lives -= 1 if fall_sound: fall_sound.play() cat_rect.center = (WIDTH // 2, HEIGHT // 2) # Reset cat position to the center if lives <= 0: game_over = True # Check for winning condition if len(bricks) == 0: winning = True # Clear the screen screen.fill(BLACK) # Draw background image screen.blit(background_image, (0, 0)) # Draw paddle pygame.draw.rect(screen, WHITE, paddle) # Draw bricks for brick in bricks: pygame.draw.rect(screen, WHITE, brick) # Draw cat screen.blit(cat_image, cat_rect) # Draw falling cupcakes for cupcake in falling_cupcakes: cupcake.update() cupcake.draw(screen) # Draw heart bar representing lives for i in range(lives): draw_heart(screen, RED, (10 + i * 30, 10)) # Adjust the heart position and color as needed # Draw score score_text = font.render(f"Score: {score}", True, PURPLE) screen.blit(score_text, (10, 50)) # Spawn falling cupcakes spawn_cupcakes() # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) # Play appropriate sound and display text if game_over: if death_sound: death_sound.play() screen.blit(game_over_text, game_over_rect) elif winning: if win_sound: win_sound.play() screen.blit(winning_text, winning_rect) pygame.display.flip() # Stop background music when game is over if bg_music: bg_music.stop() # Wait for a few seconds before quitting pygame.time.delay(1500) pygame.quit() sys.exit()