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CS 1110: Introduction to Computing Using Python Spring 2014 |
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Assignment 5:
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This assignment, including some of the wording of this document, is adapted from an assignment by Professor Eric Roberts at Stanford University. It is being used with permission. Your task in this assignment is to write the classic arcade game Breakout. If you have not played Breakout before, there are lots of versions online, particularly as flash games. The old school versions give you an example of the basic gameplay, though they are considered boring by modern standards. Most of the modern versions of Breakout were inspired by the Arkanoid series and have power-ups, lasers, and all sorts of increasingly complex features. The flash game Star Ball is an example of a quite elaborate Breakout variant. One of the main challenges with this assignment is that the scope of it is completely up to you. There is a bare minimum of functionality that you must implement; you must have all the features of an old-school Breakout game. But after that point, you are free (and encouraged) to add more interesting features to your game. The video to the right shows our solution, which has several extra features such as sound and a countdown timer. You should not feel compelled to add these features to your game. You are permitted to do anything that you want, provided that the basic functionality is there. |
While this assignment is more complex than earlier assignments, we know that it is easily within your grasp. You just have to start early, break the problem up into manageable pieces, and program/test incrementally. Below, we discuss stages of implementation and give suggestions for staying on top of the project. If you follow our advice and test each piece thoroughly before proceeding to the next, you should be successful. Our solution in the video above is ~500 lines (~200 in controller.py and ~300 in model.py). It has ~15 methods beyond those in the original code skeleton.
This final assignment has several important objectives.
Authors: W. White, D. Gries, E. Roberts, L. Lee, S. Marschner, D. Rong
This is a classic assignment that we are giving again because students really like it. However, it is also one of the most complex assignments of the class and sometimes in desperation to finish it students are tempted to plagiarize. Every year, we end up catching and prosecuting academic integrity violations for this assignment. Do not add yourself to this ignoble list.
The program Moss checks for similarity in any part of the code, not just the whole thing in general. If you copy code from another student, we will know. The code is too complex for accidental similarities to happen.
Please review the CS1110 academic integrity page. The most important point is to not forget to cite any relevant sources of ideas in your file headers. This includes both documents (offline or online) and people, regardless of whether they are in your group or not. This includes course staff, if the course staff give you an idea of how to do something (this does not count debugging help).
Unless you make extremely drastic changes, Moss will catch any code copying. Do it right; cite the source.
You may do this assignment with one other person. Regardless of whether you have grouped with that person for previous assignments or not, if you are going to work together with someone on this assignment, then form your group on CMS for this assignment before submitting. Both parties must perform a CMS action to form the group: The first person proposes, and then the other accepts. Once you've grouped on CMS, only one person submits the files.
This is a fairly long assignment, like the last one. Once again, the trick is to pace yourself. While there are no automatic unit tests this time, you should be able to figure out if everything is working simply by playing the game.
The first thing to do in this assignment is to download the zip file A5.zip from this link. Unzip it and put the contents in a new directory. This time, you are going to get a directory with a lot more than usual. In particular, this zip file contains the following:
controller.py
Breakout
)
for this application. This is one of the two modules that you will modify
for this assignment. However, note that it has no application code. For that,
you will use the module __main__.py
below.
model.py
Model
,
Ball
and whatever other classes you want to add) for this
application. This is the other of two files you should modify for
this assignment.
game2d.py
GView
)
for this application. It also contains the parent classes for your
model and controller. Do not modify this file.
constants.py
controller.py
and
model.py
to ensure that these modules agree on certain
important values. It also contains code for
adjusting your brick size. You should
only modify this file if you are adding additional constants as part
of your extended features.
__main__.py
game2d.py
,
do not modify this file.
Sounds
Fonts
Images
GImage
allows you to
animate images in this game, should you wish. You can also use it
to provide a background.
Breakout
is a subclass
of the class Game
. With the
exception of that and the Model
class, any other classes
you use should all be subclasses
of GObject
. As part of
this assignment, you are expected to read the
online documentation which describes how
to use the basic classes.
Because there are so many files involved, this application is handled a little
differently from previous assignments. Instead of running a module directly (as in
python blah.py
), put all of the files you unzipped in a folder,
and give the folder a name like breakout
. The file __main__.py
turns the entire folder, not just one module, into an application. Navigate to the directory
just outside of your breakout
folder and type
python breakout
In this case, Python will "run the folder" by executing the application
code in __main__.py
. (This trick only works when you run the
folder breakout
as a application; you cannot import the folder.
If you wanted to "import a folder" (which, for this assignment, you don't),
you would create a file called __init__.py
.)
The modules in this assignment are organized so as to closely follow
the model-view-controller pattern discussed in class. This is
shown in the illustration below. The arrows
in this diagram mean "imports". So the controller imports the view
and model (as should always be the case). The model imports
the view because it needs the parent class GObject
to perform any drawing. The view does not import anything
(and should not be modified). Note that there are no cycles
in this architecture; cyclical imports are very dangerous.
In addition to the three main modules, there is another module, constants.py
,
with no class or function definitions. The only thing it has are global
variables that do not change (i.e., constants). This module is shared by the model
and controller, and is a way to keep them synchronized.
When approaching this assignment, you should always be thinking about "what code goes where?" To break things down:
step()
method in Database
from the previous assignment.
This did all the work in k-means clustering; all the controller
did was control when or how many times the step()
method was called.)
As you can see from the online documentation,
the class Breakout
needs to implement three main methods.
They are as follows:
Method | Description |
---|---|
init(self, ...) |
Initializes the game state and attributes. Because of how Kivy works, initialization code should go here and not in the initializer (since that __init__ method is called before the window is sized properly). |
update(self, dt, ...) |
Update the models for the next animation frame. The speed at which this
is called is determined by the (immutable) attribute fps ,
which is set by the initializer. The parameter dt is the
amount of time since the last call to update .
|
draw(self, ...) |
Called when update is complete, and the application is ready
to redraw the models. Implementing this method should be as simple as
calling the method draw
inherited from GObject .
|
Of course, if you put every single line of your code into these three methods alone,
you would get a huge unreadable mess. An important part of this assignment
is developing new helper methods when you need them, so that each method is small
and manageable. Your grade will depend partly on the design of your program.
As one guideline, points will be deducted for methods that are more than 40 lines
long. This includes the specification. (For init
, update
,
and draw
, the specfication won't count since we gave it to you.)
You will also need to add methods and attributes to the classes Model
and Ball
in model.py
. These classes are currently
empty. Whenever you add an attribute to these classes, or to the controller class
Breakout
, you must fully state the corresponding class invariant(s) in your class specification
(although there is no need to enforce these invariants).
If you go to a staff member for help and they see a method that has no specification or an attribute that is not mentioned in the class specification, they will ask you to fix it and come back at another time. As we have been stressing all semester, specifications are critical for both you and others to understand what your code is doing; lack of a specification indicates that you are trying to write code without first understanding what the code should be doing, which is a bad combination.
Should you desire to create any additional classes (e.g., for the bricks), they
should go in the correct module. Controllers go in controller.py
and models go in models.py
. If you are unclear about where
your class goes, first read the "Assignment Organization" section above; if you
are still lost, then post a description of the class (do not post
code) on Piazza, and we'll provide some guidance.
You should start as soon as possible. If you wait until a few days before this assignment is due, you will have a very hard time completing it. If you do one part of it every day or so, you will enjoy it and get it done on time.
Implement the program in stages, as described in this handout. Do not try to get everything working all at once. Make sure that each stage is working before moving on to the next stage.
Set up a schedule. We have suggested some milestones, but make sure you leave time for learning things and asking questions. Above all, do not try to extend the program until you get the basic functionality working. If you add extensions too early, debugging may get very difficult.
We have tried to give you as much guidance in this document as we can. However, if you are still lost, please see someone immediately. Like the last assignment, this is a fairly involved project, and you should get started early. To get help, you may talk to the course instructor, a TA, or a consultant. See the staff page for more information.
In addition, you should always check Piazza for student questions as the assignment progresses. We may also periodically post announcements regarding this assignment on Piazza.
The initial configuration of the game Breakout is shown in the left-most picture below. The colored rectangles in the top part of the screen are bricks, and the slightly larger rectangle at the bottom is the paddle. The paddle's vertical position is fixed; it moves back and forth horizontally across the screen along with the mouse (or finger, on a touch-screen device) unless the mouse goes past the edge of the window.
Starting Position |
Hitting a Brick |
A complete game consists of three lives. At the start of each life, a ball is launched from the center of the window toward the bottom of the screen at a random angle. The ball bounces off the paddle and the walls of the screen, in accordance with the physical principle generally expressed as "the angle of incidence equals the angle of reflection" (it is easy to implement). The start of a possible trajectory, bouncing off the paddle and then off the right wall, is shown to the right. The dotted line is there only to show the ball's path and will not actually appear on the screen.
In the second diagram above, the ball is about to collide with a brick on the bottom row. When that happens, the ball bounces just as it does on any other collision, but the brick disappears. The left-most diagram below shows the game after that collision and after the player has moved the paddle to put it in line with the oncoming ball.
Intercepting the Ball |
Breaking Out |
The play during a turn continues in this way until one of two conditions occurs:
In the first case, the player loses a life; if any lives are remaining, the next ball is served; otherwise, the game ends in a loss. In the second case, the player wins and the game ends.
Clearing all the bricks in a particular column opens a path to the top wall. When this delightful situation occurs, the ball may bounce back and forth several times between the top wall and the upper line of bricks without the user having to worry about hitting the ball with the paddle. This condition, a reward for "breaking out", gives meaning to the name of the game. The last diagram above shows the situation shortly after the first ball has broken through the wall. The ball goes on to clear several more bricks before it comes back down the open channel.
Breaking out is an exciting part of the game, but you do not have to do anything special in your program to make it happen. The game is operating by the same rules it always applies: bouncing off walls, clearing bricks, and obeying the "laws of physics".
One of the challenges with making an application like this is keeping track of the game state. In the description above, we can identity four distinct phases of Breakout.
Keeping these phases straight is an important part of implementing the game.
You need this information to implement update
correctly. For
example, whenever the game is ongoing, the method update
is used to move the paddle. However, if the game has not started yet,
the method update
should instead set up the bricks and start a new
game.
For your convenience, we have provided you with constants for five states.
STATE_INACTIVE
, before a new game has started
STATE_ACTIVE
, when the game is ongoing and ball is in play
STATE_COUNTDOWN
, when the player is waiting for a new ball
STATE_PAUSED
, when the game is paused to display a message
STATE_COMPLETE
, when the game is over
All of these constants are available in constants.py
. The current application
state should be stored in the attribute _state
in your controller.
You are free to add more states when you work on your game extensions.
However, your basic game should stick to these five states.
We have divided these instructions into two parts. The first part covers the basic things that you must implement to get the game started and running. Once you do that, the assignment gets more interesting. You should try to finish everything in this first part of the assignment by Monday, May 5. If you do that, you will be in good shape to add extensions (though you will not lose any points if you do not have extensions; they are a form of extra credit).
The first thing that you should do is read the file constants.py
.
If you ever need a value like the size of the paddle, the size of the game window,
or so on, this is where you go. When writing code, you should always use the
constants, not raw numbers (or "magic numbers", as we call them). Magic numbers
make your code very hard to debug, and if you want to make a change (e.g. to make
the ball bigger), you have no idea about all of the locations in your code that
use the ball size and will have to spend ages scouring your methods.
With that said, you are welcome to change any of these numbers if you wish. You are also encouraged to add more constants if you think of other numeric values that you need. Anytime that you find yourself putting a number in your code, ask yourself whether or not it would make sense as a constant.
We start with a simple warm-up to get used to defining state and drawing graphics elements. When the user starts up the application, they should be greeted by a welcome screen. When you work on your extensions, you can embellish your welcome screen to be as fancy as you wish. But for now, we are going to keep it simple. Your initial welcome screen is going to consist of a single text message.
The text message will look something like the one shown to the right. It does not need to say "Press to Play". It could say something else, as long as it is clear that the user needs to click the mouse (or press the screen) to continue. You also do not have to use the dreaded Comic Sans font like we have.
To create a text message, you need to create a
GLabel
and store in it an attribute of Breakout
.
But if you read the specification of Breakout
, you will not see any
attributes for the text message. That means that you must add one. And as
with any attributes you add to a class, you must describe it in the class specification.
For now, we will assume that you named the attribute _message
, but
you could name it anything you like.
Since the welcome message should appear as soon as you start the game, it should
be created in the method init
, which is called at the beginning
of the game.. When creating your message, you will want
to set things like the font size and position of the text. As you can see from
the documentation for GLabel
and
GObject
, graphics objects have a
lot of attributes to specify things such as position, size, color, font style,
and so on. Feel free to experiment with these attributes to get the welcome screen
that you want. Note that in Kivy, screen coordinates start from the bottom-left
corner of the window.
Simply adding this message-creating code to init
is not enough. If you were to
run the application right now, all you would see is a blank white window, because while
Python knows that the message exists, it doesn't know whether to draw it or not. To do
this, go to the draw
method, and add the line
self._message.draw(self.view)
The attribute view
is a reference to the window;
this line instructs Python to draw your message in that window. Now run the application and check if
you see your welcome message.
The other thing that you have to do in the beginning is initialize the game state.
The attribute _state
(included in the class specification) should start
out as STATE_INACTIVE
. That way we know that the game is not ongoing,
and that the program should (not yet) be attempting to animate anything on the screen.
In addition, the other attributes listed (particularly _model
) should
be None, as they (and the Ball, Paddle, etc.) should not yet exist until the game starts.
The _state
attribute is an important part of many of the invariants in
this game. In particular, we want your new attribute for the welcome message to
have the following invariant:
STATE_INACTIVE
, then there should be a welcome message.
STATE_INACTIVE
, then the welcome message should be None
.
Does your definition of init
satisfy this invariant?
The welcome screen should not show up forever. The player should be able to
dismiss the welcome screen (and start a new game) when he or she clicks the
mouse or touches the screen. You can track this with the attribute touch
which is part of GView
. This
attribute is a GPoint
if the mouse
button is currently down, and is None
if it isn't.
If you detect a press, then you should change the state STATE_INACTIVE
to STATE_COUNTDOWN
. The game has now started (but there is no ball or
bricks yet). You are not ready to actually write the code for the game, but
switching states is an important first activity.
Invariants must be statisfied at the end of every method. As stated before, you
just changed the state to something other than STATE_INACTIVE
,
so now welcome message must be assigned None
. This will require a
simple change to draw
to keep it from crashing (you cannot draw
a None
). Once you have done that, run the application. Does the
message disappear when you click the mouse?
This first part of the assignment looks relatively straightforward, but it
gets you used to having to deal with controller state. In this part, you
already immediately had to add attributes beyond the ones that we have provided.
Whenever you need a new attribute, you must add it and its corresponding invariant
to the class specification. Add it just after the comment starting
" You will lose points for instance attributes that lack a
specification.
ADD MORE ATTRIBUTES
", to make it easier for the graders (and you)
to find them.
Try to finish this part by Monday, April 28. You may spend a lot of time reading the online documentation. But this will give you a solid understanding of how the application works.
Technically, you broke an invariant at the very end of the last step above; according to the
specification for the _model
attribute of Breakout
, it must
no longer be None
once the state is no longer inactive. To fix this, you will
need to construct a Model
object and assign it to this attribute.
Right now, Model
instances do not have any data in them, because the skeleton code
doesn't provide an initializer. Eventually
we want a Model to contain bricks, a ball, and a paddle. Right now, we are just going
to focus on the bricks.
If you read the specification for class Model
, you will see that it
has an attribute bricks
that is designed to store a list of
bricks. These bricks must be created in the initializer for Model
(the real one, __init__
) so that once you create a Model in method
update
in controller.py
, you will obtain a model with a full complement of bricks.
Eventually, we are going to want to do a lot of other things in the initializer for
Model
. Hence, even now you might want to create a helper method for the initializer
that does nothing but set up the bricks. Whether you do or do not is up to you, but
remember our 40-line limit on methods.
Set up the bricks as shown to the right. The number, size, and
spacing of the bricks, as well as the gap between the top of the window and
the first line of bricks, are specified using global constants given in module
constants
. The only value you need to calculate yourself is the x coordinate
of the first column, which should be chosen so that the bricks are centered in
the window, with the leftover space divided equally on the left and right extremes
(Hint: the leftmost brick should be placed at x-coordinate
BRICK_SEP_H
/2). The colors of the bricks remain constant for two rows
and run in the following sequence: RED
, ORANGE
, YELLOW
,
GREEN
, CYAN
. If there are more than 10 rows, start
over with RED and loop the sequence again. We suggest that you add a constant
BRICK_COLORS
to constants.py
that lists these colors
in an appropriate way to help with this.
All of the attributes of Model
should be subclasses of the class
GObject
. For example, bricks and the
paddle are objects of subclass GRectangle
.
To define a rectangle, use the attributes x
, y
,
width
, height
, linecolor
, and fillcolor
to specify how it looks on screen. You can either assign the attributes after the object
is created, or assign them in the initializer using keywords; see the online documentation
for more.
For color, we have provided a handy module for you here named colormodel
;
to access colors, all you need to do is use the notation colormodel.RED
and so on. When you color a brick, make sure you set both its outline color and its
interior color to the same color.
To begin, you might want to create a single Brick
object of some position
and size and add it to the playing board, just to see what happens. Then think about how
you can place the BRICK_ROWS
(in this assignment, 10) rows of bricks.
You will probably need a loop of some kind. We do not care if it is a for-loop, a while-loop,
or something else; just get the job done.
Once again, adding bricks to the model is not going to draw them on the screen.
You are going to have to modify the method draw
in Breakout
.
Two things to note here: First, bricks
contains a list of bricks,
and you cannot draw a list to the window, only a GObject
. Thus you will
need to run a loop over said list. Second, pay attention to the class structure.
Note that Breakout
contains an attribute named _model
which
holds a Model
object, while bricks
is an attribute
of a Model
object. If you are in class Breakout
and attempt
to type in self.bricks
, you will get an error (Why?).
If you do not want to bother with that second part, you are welcome to add your own
draw
method to class Model
. It should take the
view
as a parameter, just like the draw
method in
GObject
. Either way, you should
now be able to start the application and press the button to see several rows
of bricks.
When you are testing the later parts of this assignment, try playing with just 3-4 bricks per row and 1-2 rows of bricks. This will save time and let you quickly see whether the program works correctly when the ball breaks out (gets to the top of the window). It will also allow you to test when someone wins or loses. If you play with the default number of bricks (10 rows and 10 bricks per row), then each game will take a long time to test.
You might assume that testing in this manner would require you to go into
constants.py
and change the values of the global variables that
hold the number of rows and number of bricks in a row. This is undesirable,
as you might forget to change them back. Instead, we would like you
to use command-line arguments to affect values in constants.py
.
When you run your application (again, assuming that it is in a folder called
breakout
) try the command
python breakout 3 2
When you do this, Python changes the value of BRICKS_IN_ROW
to
3 and the value of BRICK_ROWS
to 2.
You should make sure that your creation of the rows of bricks works with any (reasonable) number of rows and any number of bricks in each row. This is one of the things we will be testing when we run your program.
Try to finish this part by Tuesday, April 29. All you need to do is to produce the brick diagram shown above (after the welcome screen). Once you have done this, you should be an expert with graphics objects. This will give you considerable confidence that you can get the rest done.
The next step is to create the black paddle. Again, this is to be stored in an
attribute of class _model
. That means that you must create it in
the initializer for Model
and modify your drawing code so that
it appears. As with the bricks, the paddle should be an object of type
GRectangle
.
The real challenge to this part is making the paddle move. Animation is
handled by the controller, Breakout
, so that means you will
need to figure out how to access the paddle from there. Once you have done
that, just change the paddle's x-position to make it move. (Do not
assign a whole new paddle every time it moves, as that would be very slow
and wasteful. Only assign the horizontal position of the paddle,
via one of its attributes like x
or center_x
.)
The paddle should only start moving once the user presses the mouse; that is,
when the touch
attribute of the GView
is no longer None.
However, you might notice (or anticipate) that if this was all there was to moving the paddle, then a player could simply click anywhere on the screen and the paddle will jump instantly to that location. This behavior, known as teleporting, should not happen. If you can warp the paddle anywhere on the screen, then you are not doing it right (and the gameplay is a bit unbalanced).
The way to prevent teleportation is to move the paddle in such a way that the distance between
the paddle and the mouse remains fixed at all times. This requires that you know the location
of both the current touch location and the previous touch location. The attribute
touch
only stores the current touch, so you will once again need a new attribute to
store the previous touch (which we did not provide). Add an appropriate specification and invariant
to Breakout
and remember to initialize it in the init
method
in a way that satisfies the invariant.
Once you have both the previous touch position and the current touch position, all you need to do is move the paddle by the same amount that the mouse moved. That is, move the paddle by the difference between the current and previous touch position
You must ensure that the entirety of the paddle stays completely on the board
even if the touch moves off the board. Our code for this feature is 3 lines long; it uses
the functions min
and max
.
Your animation of the paddle has added a lot of new lines of code to the method
update
. Ensure that your implementation only allows the paddle to be moved
when the game is ongoing. That is, the state should either be STATE_COUNTDOWN
or STATE_ACTIVE.
Complete this part by Thursday, May 1.
You are now past the "setup" phase and into the "play" phase of the game. In this phase,
a ball is created and moves and bounces appropriately. For the most part, a ball is just
an instance of GEllipse
. However, since the
ball moves, it does not just have a position. It also must have a velocity (vx,vy). Since
velocity is a property of the ball, these must be attributes of the Ball object. There
are no such attributes in GEllipse
, so we have to subclass GEllipse
to add them. This is what we have done for you in the class Ball
which is
included at the end of your skeleton code.
Note that the class just includes specifications for the velocity attributes. You must create these attributes in the class initializer.
Once again, you must write a proper initializer, overriding GEllipse
's original
__init__
method. Remember to call the initializer of the parent class very first thing.
When you initialize the ball, it should be in the center of the window. (Note that the
attributes x
and y
of a GEllipse refer to the bottom-left corner and
not the center. To make this easy, use the attributes center_x
and
center_y
instead.)
When you initialize the attribute vy
, the ball should head downward.
That means velocity should be negative. We suggest you start with a value of
-5.0 for vy
; you can adjust this later as you see fit. The game would
be boring if every ball took the same course, so choose component
vx
randomly, with the module
random.
To get you started, we suggest that you initialize vx
as follows:
self.vx = random.uniform(1.0,5.0)
self.vx = self.vx * random.choice([-1, 1])
The first line sets vx
to be a random float in the range 1.0 to 5.0 (inclusive).
The second line multiplies it by -1 half the time (e.g. making it negative).
Serving the ball is as simple as adding it to the model (in the provided ball
attribute)
and drawing it. Once again, for the drawing part, you can either use the draw
method in Breakout
(but then you will need to figure out how to access the ball from Breakout rather than Model), or
you can add a draw
method to Model
. When you serve the ball, you should also
set the state to STATE_ACTIVE
, indicating that the game is ongoing and there
is a ball in play.
The tricky part is figuring out when to do this. One possible time to serve the ball is
in the initializer for Model
, immediately after you create the bricks and the paddle.
But if you do this, then the ball will move before the player can orient him- or herself to the
game (and hence the player will probably miss the ball). Ideally, we would like to delay the ball
by 3 seconds, giving the player time to get ready.
That is why the state when you first start the game (setting up the bricks and paddle) is
called STATE_COUNTDOWN
. Your controller is supposed to delay for 3 seconds.
After those 3 seconds are up, it should call a method in Model
to create
the ball and change the state to STATE_ACTIVE
.
How do you delay something happening for 3 seconds? You are going to need yet another attribute (which you should specify) for keeping track of the time.
Breakout
is designed to run at 60 frames a second. So once the timer
passes 60, you can safely assume that 1 second has passed. (If you really want to be
exact with your calculation, you can make use of the dt
parameter in
update
. This parameter stores a float that is the time, in seconds,
since the start of the last animation frame.)
To move the ball, you are going to need to add another method to model
.
You can name this method whatever you want, but we have called ours moveBall
.
The purpose of
this method is to move the ball and handle any physics. It is perhaps the most
complex method in the entire assignment.
Each time this method is called, it should move the ball one step and change the ball direction if it hits a wall. Do not worry about collisions with the bricks or paddle just yet. For now, the ball will travel through them like a ghost. You will deal with collisions in the next task.
To move the ball one step, simply add the ball's velocity components to the ball's
corresponding position coordinates. You might even want to add a method to the
Ball
class that does this for you. Once you have moved the ball one step,
you should check for a collision with a wall. If the ball is going up, check if
any part of the ball has a y-coordinate greater than or equal to
GAME_HEIGHT
. In that case the ball has reached the top and its direction
has to be changed so that it goes down. You do this by setting vy
to
-vy
. Check the other three sides of the game board in the same fashion.
When you have finished this, the ball will bounce around the playing board forever until you stop it.
Keep in mind that it is not enough to simply look at the x
or
y
position of the ball; remember that these refer to only the left and bottom side respectively.
You want to know when any part of the ball has reached (or gone over) one of the sides.
For example, to see whether the ball has gone over the right edge, you need to test whether the right side
of the ball is over that edge. See the attributes in GObject
for clues on how to take care of this problem.
Complete this part by Friday, May 2.
Now comes the interesting part. In order to make Breakout into a real game, you have to be
able to tell when the ball collides with another object in the window. As scientists often
do, we make a simplifying assumption and then relax the assumption later. Suppose the ball
were a single point (x,y) rather than a circle. Then, for any GObject
named blah_gobj
, the method call
blah_gobj.contains(x,y)
returns True
if the point is inside of the object and False
if
it is not.
However, the ball is not a single point. It occupies physical area, so it may collide with something on the screen even though its center does not. The easiest thing to do — which is typical of the simplifying assumptions made in real computer games — is to check a few carefully chosen points on the outside part of the ball and see whether any of those points has collided with anything. As soon as you find something at one of those points (other than the ball, of course) you can declare that the ball has collided with that object.
One of the easiest ways to come up with these "carefully chosen points" is to treat everything
in the game as rectangles. A GEllipse
is defined in terms of its bounding rectangle
(i.e., the rectangle in which it is inscribed). Therefore the lower left corner of the ball is
at the point (x,y) and the other corners are at the locations shown in the diagram
to the right (d is the diameter of the ball).
These points are slightly outside of the ball, but they are close enough to make it appear that a
collision has occurred.
Using the above contains
method, write a helper method for Model
called
_getCollidingObject
with the following specification:
def _getCollidingObject(self):
"""Returns: GObject that has collided with the ball
This method checks the four corners of the ball, one at a
time. If one of these points collides with either the paddle
or a brick, it stops the checking immediately and returns the
object involved in the collision. It returns None if no
collision occurred."""
You now need to modify the moveBall
method of Model
,
discussed above.
After moving the ball, call _getCollidingObject
to check for a collision.
Once you have completed this, you should be able to start playing a game.
Try to finish this part by Sunday, May 4.
You now have a (mostly) working game. However, there are two minor details left for you to take care before you can say that the game is truly finished.
You need to take care of the case that the ball hits the bottom wall. Right now, the ball just bounces off this wall like all the others, which makes the game really easy. In reality, hitting the bottom means that the ball is gone, and the player has lost a life. (For debugging purposes, we recommend that you simply comment out your code that handles the bottom wall bouncing, rather than deleting it entirely.)
In a single game, the player should get three balls before losing. Keeping track of this requires
a new attribute, either in Breakout
or Model
. We will let you decide
where it best fits.
If the player can have another ball, the update
method should change the
state to STATE_PAUSED
and display a message (as you did on the welcome screen)
that the player should click the screen to get a new ball. As soon as the player clicks
the screen, switch the state to STATE_COUNTDOWN
and prepare to serve a
new ball.
Eventually the game will end. Each time the ball drops off the bottom of the screen, you
need to check if there are any lives left. If not, the game is over. Additionally, as
part of the update
method, you need to check whether there are no more bricks.
As you have been storing the active bricks in the attribute bricks
, an easy way
to do this is to check the length of this list. When the list is empty, the game ends and
the player has won.
When the game ends, and the player has either won or lost, you should put up one last
message. Use a GLabel
to put up a congratulating (or admonishing) message.
Finally, you should change the state one last time to indicate that the game is over.
This is the purpose of the state STATE_COMPLETE
.
Try to finish this part by Monday, May 5.
If you have followed our suggested timeline, you now have one or two extra day that you can use to
extend the game and try to make it more fun. In doing this, you might find yourself reorganizing some
(or a lot) of the code above. You may add new methods, or change any of the three main methods above.
You may add new classes. For example, you may decide to make Brick
a subclass of
GRectangle
(as you did with Ball
and GEllipse
).
That way the various bricks can hold extra information (e.g. power-ups). You can also change
any of the constants or add new ones.
All of this is acceptable. Now that you have proved that you can get the code working, you are free to change it as you see fit. However, we highly suggest that you save a copy of the basic game in a separate folder before you start to make major changes. That way you have something to revert to if things go seriously awry when implementing your extensions. Also, please be sure to comment your code well in order to keep track of where you are in the coding process.
Extensions are not mandatory, and will be considered extra credit when it comes to grading. However, do make sure that any new methods, attributes, and invariants that you add are properly specified.
Here are some possible ways to extend the game, though do not feel constrained by any of them. Make the game you want to make. We will reward originality more than we will reward quantity. While this is a fairly simple game, the design space is wide open with possibilities.
The game gets rather boring if the only thing the player has to do is hit the ball.
Let the player control the ball by hitting it with different parts of the paddle. For
example, suppose the ball is coming down toward the right. If it hits the left 1/4
of the paddle, the ball goes back the way it came (both vx
and vy
are negated, instead of just vy
). The same goes for
if the ball is coming down toward the left, and hits the right 1/4 of the paddle.
Let the player play as many games as they want. After a game ends, allow the player to click the mouse button to start a new game. You will need to change how you handle your states to implement this.
A really easy extension is to add appropriate sounds for game events. We have provided several audio files in A5.zip. You are not restricted by those; you can easily find lots more (but it is a violation of the Academic Integrity Policy to use copyrighted material in your assignment).
To load an audio file, simply create a Sound
object as follows:
bounceSound = Sound('bounce.wav')
Once it is loaded, you can play it whenever you want (such as when the ball hits something)
by calling bounceSound.play()
. The sound might get monotonous after a while,
so you might want to make the sounds vary, and figure out a way to let the user turn sound off (and on).
Read the online specification to see how to use Sound objects. In particular, if you want to play the same sound multiple times simultaneously (such as when you hit two bricks simultaneously), you will need two different Sound objects for the same sound file.
The arcade version of Breakout lures you in by starting off slowly. But as soon as you think you are getting the hang of things, the ball speeds up, making the game more exciting. Implement this in some fashion, perhaps by doubling the horizontal velocity of the ball on the seventh time it hits the paddle.
Design some way to score the player's performance. This could be as simple as the number of bricks destroyed. You may also want to make the bricks in the higher rows more valuable.
If you keep score, you should display it at all times using a GLabel
object. Where you display it is up to you (except do not block the player's view of the balls,
paddle, or bricks). Do not make a new GLabel
object each time the
score changes. Simply change the text
attribute in your GLabel
object.
What else have you always wanted a game like this to do? At some point your game might become less like Breakout and be more like Arkanoid.
You can make any modifications to the gameplay you want, but the core gameplay of bricks, paddle and balls should be there. Please do not submit an implementation of Asteroids.
Before submitting anything, test your program to see that it works. Play for a while and make sure that as many parts of it as you can check are working. If you think everything is working, try this: With the ball moving downward, just when it is about to pass the paddle level, move the paddle quickly so that it hits the ball (from the side) rather than the ball hitting the paddle. Does the ball bounce upward as it should, or does it seem to get "glued" to the paddle? If you get this error, try to understand why it occurs and how you might fix it.
When you are done, re-read the specifications of all your methods and functions (including those we stubbed in for you), and be sure that your specifications are clear and that your functions follow their specifications. If you implemented extensions, make sure your documentation makes it clear what your extensions are.
As part of this assignment, please follow these style guidelines:
You are potentially modifying a lot of files in this assignment. At a bare minimum,
you should have added to controller.py
and model.py
. You might
be modifying constants.py
. You might have extra art and sound files.
In addition, you should create a text file called extensions.txt
. In
this file, you should write a brief description of your extensions. Tell us
what you were trying to do and how you did it. If you did not include any extensions, say so in this file.
To simplify the submission process, we are not asking you upload each individual file.
Instead, put all your files in a zip file called a5.zip
and submit this
instead. We need to be able to play your game, and if anything is missing, we cannot
play it.
Make sure you have comments crediting every source (document or person) that contributed to your submission.
Over the semesters that we have given out this assignment, there are a few questions that get asked during office hours, Piazza, etc. rather frequently. For your convenience, here is a list of some of them. (More may be added later on.) These are generally aimed toward errors that don't necessarily produce explicit error messages, which make them hard to debug.
update
, etc.; why?
update
and draw
work. These two functions are automatically called by game2d.py
on every frame of the game. Don't call them yourself at any time. Anything that you put
into one of these functions means that you intend it to happen every frame (barring if-statements,
etc.)
Breakout
named init
? Isn't it
supposed to be __init__
?
init
is not, strictly speaking,
Breakout's initializer (as in it creates a new instance of Game
). That is
handled by game2d.py
again, and is the reason why you already have a
view
attribute once the method starts, as well as a game window. After
game2d.py
creates a Game
instance (with its own initializer),
it calls Breakout
's init
once before moving on to update
and draw
.
_state
and
_getCollidingObject
?
Model
is not allowed to
access Breakout
's _state
, and so on. You had a little experience
with these in A3, where _legacy
was a hidden attribute that could only
be accessed through the non-hidden method get_legacy
(which handily calculated
it right when it was needed).
id
of the paddle during update
. Is it
different every time? If so, then that means that you are somehow throwing away the old
paddle and creating a brand new one on every frame of the game, which you probably don't
want to do. The paddle jumps back to the middle since that is presumably the initial
location you set it to.
GRectangle
object that covers the screen.
Make sure that it is the very first thing you draw, as objects are drawn back-to-front
(later objects appear on top of earlier objects).