ave you ever seen a brick breaker game? The player controls a paddle at the bottom of the screen to bounce a ball that breaks blocks at the top of the screen. The player loses when the ball gets past the paddle. This game is simple enough to program, but it can look a bit boring. In this chapter, you’ll learn a few tricks to make the game more colorful and interesting by adding animations and effects.
You’ll use an iterative process: first, you’ll make the basic game; then, you’ll make small improvements to it. The result will be a more professional-looking game that other Scratchers on the Scratch website will think looks awesome.
The following figure shows what the Brick Breaker game looks like before and after you’ve polished it:
Before you start coding, take a look at the final game at https://www.nostarch.com/scratch3playground/.
Let’s start by drawing what the game should look like. The sketch for Brick Breaker might look something like the following figure.
If you want to save time, you can start from the skeleton project file, named brickbreaker-skeleton.sb3, in the resources ZIP file. Go to https://www.nostarch.com/scratch3playground/ and download the ZIP file to your computer by right-clicking the link and selecting Save link as or Save target as. Extract all the files from the ZIP file. The skeleton project file has all the sprites already loaded, so you’ll only need to drag the code blocks into each sprite.
The player will control the paddle by moving the mouse. The ball bounces off the paddle toward the bricks, but the player loses if the ball gets past the paddle.
We don’t need the orange cat in this game, so right-click or long press the Sprite1
cat in the Sprite List and select delete from the menu. Then click the Choose a Sprite button and select the green Paddle
sprite.
Next, add this code to program the Paddle
sprite to make it follow the mouse along the bottom of the Stage:
The Paddle
sprite constantly moves 10 steps directly toward the mouse, but its y position stays set to -140
.
The Paddle
sprite will move only left and right because its y position is always set to the bottom of the Stage (-140
).
Because we’re changing the Paddle
sprite’s direction, we also need to set the sprite’s rotation style with the set
rotation
style
block. The Paddle
sprite is programmed to face and move toward the mouse, but we want the sprite to always look flat and horizontal, so the rotation style is set to don't
rotate
.
The Scratch Sprite Library has several sprites you could use for the ball, but let’s use the Tennis
Ball
sprite for this game.
Click the Choose a Sprite button in the lower right and select the Tennis
Ball
sprite from the Sprite Library window. Add the following code:
When the game starts, the Tennis
Ball
sprite starts at position (0, 0) in the center of the Stage; then the Tennis
Ball
sprite points down and to the right, toward the Paddle
sprite. Next, in the forever
loop, the Tennis
Ball
sprite starts to move. When the Tennis
Ball
sprite touches the edge of the Stage, it will bounce in a new direction.
The Tennis
Ball
sprite now bounces off the walls but not off the Paddle
sprite. Let’s add that code now.
Add the following code to the Tennis
Ball
sprite so it will bounce off the Paddle
sprite. To do so, you’ll need to create a new broadcast message, bounce
.
You’ll use the broadcast message in script 1 to control what happens when the ball touches the paddle in script 2.
The point
in
direction
180
-
direction
code in script 2 might seem a bit mysterious, but this equation just calculates the direction in which the ball will bounce based on the ball’s current direction. If the ball is pointed up and right (45 degrees), then when it bounces off the bottom of a brick, its new direction will be down and right (135 degrees, because 180 – 45 = 135). If the ball is pointed up and left (−45 degrees), then when it bounces off the bottom of a brick, its new direction will be down and left (225 degrees, because 180 – (–45) = 225).
You’ll use this broadcast message again later in the program when you add code to make the ball bounce off the bricks.
Now the game needs lots of bricks, so you’ll create one Brick
sprite and then clone it using Scratch’s create
clone
block.
Click the Choose a Sprite button in the lower right and select the Button
2
sprite from the Sprite Library window. Select Button
2
from the Sprite List and rename this sprite Brick
in the Sprite Pane.
You’ll have to create a new variable by selecting the orange Variables category and clicking the Make a Variable button. Name this variable Score
and set it to For all sprites. Then add the following code to the Brick
sprite:
At the beginning of the game, the Score
variable is set to 0
to remove any points from a previous game. The original sprite hides itself with the hide
block, shrinks in size by 50 percent, and moves to the top-left corner of the Stage at (–200, 140). The clones, which we’ll create next, show themselves with the show
block.
For the Brick Breaker game, we want many rows of bricks. To make the rows of bricks, we’ll move the original sprite across the top of the screen, creating a trail of clones. Add the following code to the Brick
sprite. (Be sure not to confuse the set
x
to
and change
x
by
blocks!)
This code will create clones of the Brick
sprite for all the bricks in the game, as shown here:
The original sprite moves to the top-left corner of the Stage at (–200, 140) 1. Then the repeat
7
block repeatedly moves 65 steps to the right while making clones of the sprite 2 to create a row of seven Brick
clones 3. The repeat
4
block repeats the row-creating code to create four rows of Brick
clones 4. Seven Brick
clones multiplied by four rows results in 28 Brick
clones. The 29th Brick
in the previous figure is the original sprite, not a clone, and we’ll hide it next.
Now all the bricks on the Stage are clones, so you don’t need to duplicate the code under the when
I
start
as
a
clone
block for the original sprite.
Imagine if you duplicated the sprites instead of cloning them. Then, if you wanted to change the code, you’d have to change all 28 Brick
sprites. Cloning saves you a lot of time!
The Tennis
Ball
sprite bounces off the Stage edges and the Paddle
sprite. Now let’s make it bounce off the Brick
clones.
Update the code for the Brick
sprite to match this:
When the Tennis
Ball
sprite hits a Brick
sprite, the Brick
sprite broadcasts the bounce
message, which brings the Tennis
Ball
code into play. The ball’s direction changes, just like it does when it hits the paddle. The program adds 1
to the player’s Score
, and then the clone deletes itself.
You need two more sprites for this game, but they won’t appear until the game ends. I created mine with the Paint Editor’s Text tool. If the player breaks all the Brick
clones, the program displays the You
Win
sprite. If the tennis ball gets past the paddle, the program displays the Game
Over
sprite.
When the Tennis
Ball
sprite gets past the Paddle
sprite—that is, when the Tennis
Ball
sprite’s y
position
is less than -140
—the game is over. Once the game ends, the Tennis
Ball
sprite should broadcast a game
over
message. Add the following code to the Tennis
Ball
sprite.
The game
over
broadcast will tell the Game
Over
sprite to appear. Let’s create the sprite next.
Click the Paint button, which appears after you tap or hover over the Choose a Sprite button. When the Paint Editor appears, use the Text tool to write GAME OVER in red.
Select the sprite in the Sprite List and rename it Game
Over
. Then add this code to the Game
Over
sprite:
The sprite stays hidden until it receives the game
over
broadcast. The stop
all
block then stops all the sprites from moving as well.
Click the Paint button, which appears after tapping or hovering over the Choose a Sprite button. In the Paint Editor, use the Text tool to write You win! in green.
Select the sprite in the Sprite List and rename it You
Win
. Add this code to the You
Win
sprite:
As with the Game
Over
sprite, the You
Win
sprite is hidden until a condition is met. In this game, the player needs to break all 28 bricks to win, so the condition is Score
=
28
. After the You
Win
sprite displays, the program stops all the other sprites from moving with stop
all
.
The final code for the entire program is shown here. If your program isn’t working right, check your code against this code.
The game works well as it is. But now you’ll add some polish. Many of the ideas for the additional features for the Brick Breaker game came from a Nordic Game Indie Night presentation called “Juice It or Lose It!” by Martin Jonasson and Petri Purho. The word juice in game design means polish, or modification of a game in small ways to make it feel more alive and responsive. These tricks can turn a bare-bones game into an exciting, colorful one. A juicy game looks more professional than a plain game. You can watch the presentation where Martin and Petri add juice to their Brick Breaker game at https://www.nostarch.com/scratch3playground/.
You can add many tricks to the Brick Breaker game to make it look polished. Even better, you can use these tricks in any of your games. Before you start coding, take a look at the complete program at https://www.nostarch.com/scratch3playground/.
Adding an interesting background is a simple way to make the game look cooler. Click the Choose a Backdrop button and select Neon Tunnel. In the Paint Editor, select a color you like and use the Fill tool to fill in random tiles on the side of the tunnel. This can make the tunnel backdrop look more interesting.
Sounds set the mood and make a game feel more alive. With the Stage selected in the Sprite List, click the Sounds tab at the top of the Block Palette. Click the Choose a Sound button (it looks like a speaker) in the lower left. When the Sound Library window appears, select the Dance
Celebrate
sound.
Then click the Code tab and add this code to the Stage’s Code Area to give the game some background music:
In this step, you’ll make the paddle flash different colors when it is hit by the ball. Add the following code to the Paddle
sprite:
The bounce
message is broadcast when the Tennis
Ball
sprite bounces off a Brick
clone or the Paddle
sprite. The if
distance
to
Tennis
Ball
<
60
block makes the color changes happen when the Tennis
Ball
sprite bounces off the Paddle
sprite (which means the ball will be less than 60 steps away).
The Brick
clones’ entrance to the game is rather boring. They just appear as soon as they’re cloned. To animate their entrance, modify the Brick
sprite’s code to match this code.
Setting ghost
effect
to 100
and then slowly decreasing it makes the Brick
clones fade into view rather than instantly appear. The code also sets the Brick
clones 10 steps below their final positions and slowly raises them by changing their y position in the repeat
block. This makes the Brick
clones look like they’re sliding into place.
Now let’s animate the exit of the Brick
clones. Modify the Brick
sprite’s code so the Brick
clones have an animated exit instead of just instantly disappearing.
Now the Brick
clones will disappear in an exciting way! The change
effect
by
blocks inside the repeat
loop will make the Brick
clones flash different colors and increase their ghost effect so they become more and more transparent. Meanwhile, the change
size
by
-4
block causes the Brick
clones to shrink, the change
y
by
4
block lifts them up, and the turn
clockwise
15
degrees
block rotates them. This animated exit is short but fun to watch.
Let’s also make the Brick
clones play different sound effects as they disappear. Select the Brick
sprite in the Sprite List and then click the Sounds tab above the Block Palette. Click the Choose a Sound button in the lower left and select Laser1
from the Sound Library. Repeat this step to add the Laser2
sound as well.
Modify the Brick
sprite’s code to match this code:
When these sounds have been loaded and the previous code has been added, the Brick
clones will play a random sound effect as they disappear. The if
then
else
block adds some variety to the program’s sound effects by randomly selecting which sound to play. Each time the Tennis
Ball
sprite touches a Brick
clone, the program will choose either 1 or 2 at random and then play a different sound as a result.
Now you’ll add a sound effect for when the Tennis
Ball
sprite hits the Paddle
sprite. The Pop
sound is already loaded for each sprite; all you have to do is update the Tennis
Ball
sprite’s code to match this:
Adding a trail of clones behind the Tennis
Ball
sprite as it moves around the Stage will give it a cool comet tail. You don’t want to use clones of the Tennis
Ball
sprite, because they would respond to the bounce
broadcast whenever the original Tennis
Ball
sprite bounces. Instead, click the Choose a Sprite button in the lower right. Then select Tennis Ball from the Sprite Library window to create another sprite called Tennis
Ball2
. You’ll clone this second ball to create the trail. Unlike a Tennis
Ball
clone, the Tennis
Ball2
clones won’t have a when
I
receive
bounce
block. Add this code to the Tennis
Ball2
sprite:
The only thing the clone is programmed to do is go to the current Tennis
Ball
sprite’s location. The tennis ball keeps moving, but the clone stays in place, shrinking and becoming more transparent. At the end of this shrinking and fading animation, the clone is deleted.
You’ll also need to update the Tennis
Ball
sprite with this code:
This script makes a new Tennis
Ball2
clone after a 0.1-second wait, creating the trail of tennis balls.
When the player loses, the GAME OVER text simply appears. It would be more exciting if the GAME OVER text had an animated entrance like the Brick
clones do. Modify the Game
Over
sprite’s code to match the following code. First load the Gong
sound effect by clicking the Choose a Sound button in the lower left after clicking the Sounds tab. You’ll create a new broadcast message named stop
game
that will tell the Paddle
and Tennis
Ball
sprites to stop moving.
At the start of the game, the Game
Over
sprite hides itself and sets its ghost effect to 100
. When the show
block runs at the end of the game, the GAME OVER text is still completely invisible. The animation code inside the repeat
10
block makes the GAME OVER text slowly fade in by changing the ghost effect by -10
. The turn
clockwise
15
degrees
and change
size
by
12
blocks rotate and enlarge the text. After a four-second pause, the stop
all
block ends the program.
To handle the stop
game
broadcast message in the Tennis
Ball
and Paddle
sprites, add the following code to both of these sprites:
The reason you need to use the stop
other
scripts
in
sprite
block instead of stop
all
is that the program needs to continue running while the GAME OVER text is animated. The stop
other
scripts
in
sprite
block will stop the Tennis
Ball
and Paddle
sprites from moving but let the other sprites in the program continue running. When the Game
Over
sprite has finished appearing on the screen, the stop
all
block will end the entire program.
Let’s give the You
Win
sprite a fancy, animated entrance too. Update the code in the You
Win
sprite to match the following. You will have to load the Gong
sound effect by clicking the Choose a Sound button in the lower left after clicking the Sounds tab.
There are two sets of animations, one in the repeat
10
block and another in the repeat
2
block. The code in the repeat
10
block makes the You
Win
sprite fade into visibility, enlarges it, and moves it upward. After this short animation plays, the repeat
2
block’s code increases the sprite’s brightness to 50
, waits a tenth of a second, and then resets the brightness to 0
. This makes the sprite look like it’s flashing. After a four-second pause, the stop
all
block ends the program.
In this chapter, you built a game that
Brick
sprite and a trail of Tennis
Ball2
spritesPaddle
sprite with the mouse instead of the keyboard arrow keysMaking the Brick Breaker game provided you with several techniques that you can add to future games. You can include animated entrances, color flashes, and sound effects in many programs to make them more exciting and fun. But it’s always best to make sure the plain, basic version of your game is working first and then start making it look cooler later.
This chapter also introduced cloning, which is a useful technique for creating duplicate sprites while your program runs. As you read on, the games you create will become more sophisticated, but don’t worry: you just have to keep following the instructions step-by-step!