Vortex Breakout
VortexBreakout is an arcade-style game where players control a paddle to bounce a ball and break bricks. Clear all bricks to win, but beware—the ball speeds up as you progress!
1. Initialization and Importing Required Modules
from Engine.Vortex import Vortex
from Engine.Vortex import *
Explanation:
Here, we import the
Vortex
class and other necessary components from theEngine.Vortex
module. TheVortex
class is the core of the engine, providing methods to create objects, labels, and manage the game.
2. Vortex Initialization
vortex = Vortex(PrivateKey="your_private_key_here")
Explanation:
We initialize the Vortex engine by creating an instance of the
Vortex
class. ThePrivateKey
is passed as an argument, which might be used for blockchain-related functionalities (depending on the full capabilities of the Vortex engine).
3. Building Walls
ceiling = vortex.Object(model='quad', x=0, y=4, scale=(16, 0.2), collider='box', color=vortex.color("orange"))
left_wall = vortex.Object(model='quad', x=-7.2, y=0, scale=(0.2, 10), collider='box', color=vortex.color("orange"))
right_wall = vortex.Object(model='quad', x=7.2, y=0, scale=(0.2, 10), collider='box', color=vortex.color("orange"))
Explanation:
vortex.Object
: This method creates a game object. Themodel
parameter specifies the shape (quad
is a rectangle).The
ceiling
,left_wall
, andright_wall
objects define the boundaries of the game. The ball will bounce off these walls, preventing it from leaving the screen.collider='box'
: This makes the objects interactable, meaning other objects (like the ball) can collide with them.color=vortex.color("orange")
: The color of the walls is set to orange.
4. Creating the Ball
ball = vortex.Object(model='circle', scale=0.2, collider='box', dx=0.05, dy=0.05)
// Some codeball = vortex.Object(model='circle', scale=0.2, collider='box', dx=0.05, dy=0.05)
Explanation:
model='circle'
: The ball is represented as a circle.scale=0.2
: This sets the size of the ball.dx
anddy
: These attributes set the initial velocity of the ball along the x and y axes, respectively.The ball will move and interact with other objects using these velocities.
5. Creating the Paddle
paddle = vortex.Object(model='quad', x=0, y=-3.5, scale=(2, 0.2), collider='box', color=vortex.color("orange"))
Explanation:
The paddle is another
quad
(rectangle) object placed at the bottom of the screen.The player controls the paddle to keep the ball in play.
The paddle’s position is initially set at
y=-3.5
(near the bottom of the screen), and its color is orange.
6. Laying Out Bricks
bricks = []
for x_pos in range(-65, 75, 10):
for y_pos in range(3, 7):
brick = vortex.Object(model='quad', x=x_pos/10, y=y_pos/3, scale=(0.9, 0.3), collider='box', color=vortex.color("red"))
bricks.append(brick)
// Some code
Explanation:
Bricks are created in a grid pattern using nested loops.
x_pos
andy_pos
: These loops define the position of each brick on the screen.bricks
list: Each brick is stored in thebricks
list for easy reference.color=vortex.color("red")
: All bricks are colored red.
7. Initializing Score
score = 0
Explanation:
A simple score counter is initialized to zero. The score increases each time the ball hits and destroys a brick.
8. Updating Ball Speed Based on Score
def update_ball_speed():
global score
speed_multiplier = 1 + (score / 10) * 0.1 # Adjust the factor as needed
ball.dx = 0.05 * speed_multiplier if ball.dx > 0 else -0.05 * speed_multiplier
ball.dy = 0.05 * speed_multiplier if ball.dy > 0 else -0.05 * speed_multiplier
// Some code
Explanation:
As the score increases, the ball’s speed increases to make the game progressively more difficult.
The
speed_multiplier
is calculated based on the score and is applied to the ball’s velocity.
9. Main Game Loop (update
function)
update
function)def update():
global score
ball.x += ball.dx
ball.y += ball.dy
paddle.x += (held_keys['right arrow'] - held_keys['left arrow']) * time.dt * 5
hit_info = ball.intersects()
if hit_info.hit:
if hit_info.entity == left_wall or hit_info.entity == right_wall:
ball.dx = -ball.dx
if hit_info.entity == ceiling:
ball.dy = -ball.dy
if hit_info.entity in bricks:
destroy(hit_info.entity)
bricks.remove(hit_info.entity)
ball.dy = -ball.dy
score += 1 # Increment score
update_ball_speed() # Update ball speed based on new score
if hit_info.entity == paddle:
ball.dy = -ball.dy
ball.dx = 0.05 * (ball.x - paddle.x)
if ball.y < -5:
message = vortex.Label(text='You LOST', scale=2, origin=(0, 0), background=True, color=vortex.color("blue"))
vortex.UpdateBlock()
print("working..")
application.pause()
if len(bricks) == 0:
message = vortex.Label(text='You WON', scale=2, origin=(0, 0), background=True, color=vortex.color("blue"))
application.pause()
// Some code
Explanation:
Ball Movement: The ball’s position is updated by adding its velocity (
dx
,dy
) to its current position.Paddle Movement: The paddle moves left or right based on user input (
held_keys
for arrow keys).Collision Detection: The
intersects()
method checks if the ball has collided with any other object.If it hits a wall, the ball’s direction is reversed (
ball.dx = -ball.dx
).If it hits a brick, the brick is destroyed, and the score is incremented. The ball’s speed is updated accordingly.
If the ball hits the paddle, its direction is reversed, and the horizontal velocity (
dx
) is adjusted based on the collision point.
Game Over Conditions:
If the ball falls below the paddle (
ball.y < -5
), the game is paused, and a "You LOST" message is displayed.If all bricks are destroyed, a "You WON" message is displayed, and the game is paused.
10. Running the Game
vortex.run()
Explanation:
This method starts the game loop, running all the logic defined in the
update
function continuously until the game ends.
11. Packaging the Game (Optional)
If you want to create an executable from this Python script, you would typically use a tool like PyInstaller
or PyShield
. The packaging function package_game
in the Vortex
engine could be used to automate this process.
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