Build an Arkanoid Clone Quickly with Python and PyGameZero
This tutorial walks you through creating a functional Arkanoid‑style game using Python and PyGameZero, covering installation, window setup, sprite handling, drawing and update loops, paddle control, ball physics, collision detection, and suggestions for adding game‑over logic and scoring.
Introduction
We will use Python and PyGameZero to build an Arkanoid‑style clone, demonstrating how easy it is to create a simple game.
All source code is available at https://github.com/shantnu/arkanoid-clone . The graphics are taken from a free asset library.
Setup
pip install pgzeroStart with an empty window:
import pgzrun
TITLE = "Arkanoid clone"
WIDTH = 800
HEIGHT = 500
pgzrun.go()The TITLE appears on the window, while WIDTH and HEIGHT define its size.
Loading Sprites
Images are loaded as Actor objects placed in an images folder next to the script.
paddle = Actor("paddleblue.png")
paddle.x = 120
paddle.y = 420
ball = Actor("ballblue.png")
ball.x = 30
ball.y = 300Drawing
Initially the draw() function only renders the paddle and ball:
def draw():
paddle.draw()
ball.draw()
def update():
passLater we add a background image:
def draw():
screen.blit("background.png", (0, 0))
paddle.draw()
ball.draw()Placing Bricks
Bricks are created with a loop. First a single brick:
bar = Actor("element_blue_rectangle_glossy.png")
bar.x = 120
bar.y = 100
bar.draw()Then multiple bricks using a for loop:
def draw():
bar_x = 120
bar_y = 100
for i in range(8):
bar = Actor("element_blue_rectangle_glossy.png")
bar.x = bar_x
bar.y = bar_y
bar.draw()
bar_x += 70A generic place_bars(x, y, image) function stores each created brick in a global bars_list for later collision checks.
bars_list = []
def place_bars(x, y, image):
bar_x = x
bar_y = y
for i in range(8):
bar = Actor(image)
bar.x = bar_x
bar.y = bar_y
bars_list.append(bar)
bar_x += 70Three colour sets are placed by iterating over a list of image filenames and adjusting y for each row.
coloured_box_list = ["element_blue_rectangle_glossy.png",
"element_green_rectangle_glossy.png",
"element_red_rectangle_glossy.png"]
x = 120
y = 100
for coloured_box in coloured_box_list:
place_bars(x, y, coloured_box)
y += 50Paddle Movement
def update():
if keyboard.left:
paddle.x -= 5
if keyboard.right:
paddle.x += 5Ball Physics
Global speed variables control the ball’s motion.
ball_x_speed = 1
ball_y_speed = 1Update the ball each frame and bounce off the screen edges:
def update_ball():
global ball_x_speed, ball_y_speed
ball.x -= ball_x_speed
ball.y -= ball_y_speed
if ball.x >= WIDTH or ball.x <= 0:
ball_x_speed *= -1
if ball.y >= HEIGHT or ball.y <= 0:
ball_y_speed *= -1Collision Detection
Check the ball against each brick and remove the brick on impact, also reversing the vertical direction:
def update():
update_ball()
for bar in bars_list:
if ball.colliderect(bar):
bars_list.remove(bar)
ball_y_speed *= -1Collision with the paddle similarly reverses the vertical speed and randomly flips the horizontal direction:
if paddle.colliderect(ball):
ball_y_speed *= -1
rand = random.randint(0, 1)
if rand:
ball_x_speed *= -1Next Steps
Suggested extensions include adding game‑over logic when the ball falls below the paddle, implementing a scoring system (different scores for different coloured bricks), and refining the physics.
Signed-in readers can open the original source through BestHub's protected redirect.
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