# Block_breaker clone in pygame with simple edge detection

I tried to make this clone of brick_breaker on my own in one day. The source code and assets .

However I have some concerns about the code so far:

1. It uses simple edge detection code (as if ball goes out of screen <600 or <462).
2. It uses built-in collision detection from pygame.
3. Simple array for appending blocks.
import pygame,sys,random,time
from pygame.locals import *
pygame.init()
soundObj = pygame.mixer.Sound('wall.wav')
global windowSurface

windowSurface = pygame.display.set_mode((600, 462), 0, 32)
pygame.display.set_caption('Simple breakout game by piyush')

class pool():
x=1
y=1
dirx=''
diry=''
trig=0
block=[]
pigger=0

def trigger(self):
self.trig=1

def _init_(self):
self.x=250
self.y=250
dirx='left'
diry=''
block=[]
def movex(self):
if self.trig==1:
if self.dirx=='left':
self.x-=1
if self.dirx=='right':
self.x+=1
if self.x<=0:
self.dirx='right'
soundObj.play()
if self.x==600:
self.dirx='left'
soundObj.play()
def movey(self):
if self.trig==1:
if self.diry=='up':
self.y-=1
if self.diry=='down':
self.y+=1
if self.y==0:
soundObj.play()
self.diry='down'
if self.y>=410:
self.diry='up'
self.x=250
self.y=250

def drawball(self,surface):
pygame.draw.circle(surface,(200,100,230),(self.x,self.y),13,0)

def rev(self):
if self.diry=='down':
self.diry='up'
def drawblock(self,surface):

for blocks in self.block:
surface.blit(blk,blocks)

def play():
pygame.mixer.music.play(-1, 0.0)

ball1=pool()
pygame.init()
for i in range(10):
size=i*75
ball1.block.append(pygame.Rect(size,20,40,40))
for i in range(10):
size=i*75
ball1.block.append(pygame.Rect(size,60,40,40))
for i in range(10):
size=i*75
ball1.block.append(pygame.Rect(size,100,40,40
ball1.x=400
ball1.y=200
ball1.dirx='left'
ball1.diry='up'
ball1.pigger=1

a=300
b=340
while True:
windowSurface.fill((25,25,25))

pos = pygame.mouse.get_pos()

a=pos[0]
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()

if event.type==KEYUP:
if event.key==K_LEFT:
a-=30
if event.key==K_RIGHT:
a+=30
if event.key==ord('a'):
pigger=0

thunge=pygame.Rect(a, b, 120, 10)
ball=pygame.Rect(ball1.x, ball1.y, 10, 10)
windowSurface.blit(img,(0,0))
windowSurface.blit(thung,thunge)
ball1.drawball(windowSurface)
ball1.movex()
ball1.movey()
ball1.trig=1
ball1.drawblock(windowSurface)
windowSurface.blit(mas,(-20,410))
if thunge.colliderect(ball):
print("collision detecte")
ball1.rev()
soundObj.play()

for blok in ball1.block:
if ball.colliderect(blok):
ball1.block.remove(blok)

pygame.display.update()

play()


• First off, according to this online tool, you have ~119 PEP8 violations. So, for my first tip, I'm going to reccomend reading Python's official style guide, PEP8. The style guide essentially tells you how to format your code, so I'm not going to give you any tips on that in this answer.
• Secondly, your pool class seems weird, partially because it seems like you don't necessarily need it, like it's just a static class with variables, and functions that modify those variables. In that case, I'd recommend abandoning the pool class completely, and just having global variables, with functions that modify those variables.
• On your pool class again, you've misspelled __init__ and put _init_ instead.
• Sorry if this sounds rude, but some of the names that you've given your variables and functions are awful. I mean, I have no idea what the variable pigger, or thung does just by looking at it. You also shouldn't abbreviate already short variable names. For example, block, does not need to become blk.
• Avoid importing multiple files on one line. This helps weed out certain errors if one of the imported files isn't working correctly. You should import modules like this.

import pygame
import sys
import time
import random


• Your play function could be separated into multiple functions, like a create_blocks function, or check_for_quit.
• You should define SCREEN_WIDTH and SCREEN_HEIGHT variables. This gets rid of "magic numbers", and helps with overall readability.
• Finally any variables with values that don't change should be constant. For example, gameover should be GAME_OVER_IMAGE.

Anyways, I hope this helped!