import  math
import  random
import  pygame
import  sys
class  Ball : 
    def  __init__ ( self,  radius) : 
        self. radius =  radius
        self. pos =  [ screen_width //  2 ,  screen_height -  20  -  radius] 
        self. velocity =  [ 2 ,  - 2 ] 
    def  draw ( self,  surface) : 
        pygame. draw. circle( surface,  WHITE,  self. pos,  self. radius) 
    def  update ( self) : 
        self. pos[ 0 ]  +=  self. velocity[ 0 ] 
        self. pos[ 1 ]  +=  self. velocity[ 1 ] 
        
        
        
        if  self. pos[ 0 ]  <  self. radius or  self. pos[ 0 ]  >  ( screen_width -  self. radius) : 
            
            self. velocity[ 0 ]  *=  - 1 
            
            
        
        if  self. pos[ 1 ]  <=  self. radius or  self. pos[ 1 ]  >  ( screen_height -  self. radius) : 
            self. velocity[ 1 ]  *=  - 1 
            
            
class  Paddle : 
    def  __init__ ( self,  width,  height) : 
        self. width =  width
        self. height =  height
        self. pos =  [ screen_width //  2  -  width //  2 ,  screen_height -  20 ] 
        self. velocity =  [ - 5 ,  0 ] 
    def  draw ( self,  surface) : 
        pygame. draw. rect( surface,  WHITE,  ( self. pos[ 0 ] ,  self. pos[ 1 ] ,  self. width,  self. height) ,  0 ,  0 ) 
    def  update ( self) : 
        keys =  pygame. key. get_pressed( ) 
        if  keys[ pygame. K_LEFT]  and  self. pos[ 0 ]  >  0 : 
            self. pos[ 0 ]  +=  self. velocity[ 0 ] 
        if  keys[ pygame. K_RIGHT]  and  self. pos[ 0 ]  <  screen_width -  self. width: 
            self. pos[ 0 ]  -=  self. velocity[ 0 ] 
class  Brick : 
    def  __init__ ( self,  x,  y,  width,  height,  color) : 
        self. rect =  pygame. Rect( x,  y,  width,  height) 
        self. color =  color
    def  draw ( self,  surface) : 
        pygame. draw. rect( surface,  self. color,  self. rect) 
def  check_collision ( ball,  brick) : 
    
    if  ( brick. rect. x -  ball. radius <=  ball. pos[ 0 ]  <=  brick. rect. x +  brick. rect. width +  ball. radius)  and  ( 
            brick. rect. y <=  ball. pos[ 1 ]  <=  brick. rect. y +  brick. rect. height) : 
        return  1   
    
    if  ( brick. rect. y -  ball. radius <=  ball. pos[ 1 ]  <=  brick. rect. y +  brick. rect. height +  ball. radius)  and  ( 
            brick. rect. x <=  ball. pos[ 0 ]  <=  brick. rect. x +  brick. rect. width) : 
        return  2   
    return  0 
def  update_bricks ( ball,  bricks) : 
    score =  0 
    for  brick in  bricks[ : ] : 
        if  check_collision( ball,  brick)  ==  1 : 
            
            bricks. remove( brick) 
            ball. velocity[ 0 ]  *=  - 1 
            score +=  10 
            break 
        elif  check_collision( ball,  brick)  ==  2 : 
            bricks. remove( brick) 
            ball. velocity[ 1 ]  *=  - 1 
            score +=  10 
            break 
            
    return  score
def  create_explosion ( brick) : 
    
    pass 
def  update_explosions ( explosions,  bricks) : 
    for  explosion in  explosions[ : ] : 
        
        if  explosion. is_finished( ) : 
            explosions. remove( explosion) 
        
        if  explosion. intersects( brick) : 
            bricks. remove( brick) 
if  __name__ ==  '__main__' : 
    
    pygame. init( ) 
    
    screen_width,  screen_height =  640 ,  480 
    screen =  pygame. display. set_mode( ( screen_width,  screen_height) ) 
    
    pygame. display. set_caption( 'Bounce Game' ) 
    clock =  pygame. time. Clock( ) 
    
    WHITE =  ( 255 ,  255 ,  255 ) 
    BLACK =  ( 0 ,  0 ,  0 ) 
    RED =  ( 255 ,  0 ,  0 ) 
    
    ball =  Ball( 10 ) 
    paddle =  Paddle( 80 ,  10 ) 
    
    bricks =  [ ] 
    for  x in  range ( 0 ,  screen_width,  80 ) :   
        for  y in  range ( 0 ,  screen_height //  4 ,  20 ) :   
            brick =  Brick( x +  2 ,  y +  2 ,  80  -  2 ,  20  -  2 ,  ( 255 ,  255 ,  255 ) )   
            bricks. append( brick) 
    
    score =  0 
    
    running =  True 
    while  running: 
        for  event in  pygame. event. get( ) : 
            if  event. type  ==  pygame. QUIT: 
                running =  False 
        
        ball. update( ) 
        paddle. update( ) 
        
        
        if  ball. pos[ 1 ]  +  ball. radius >  paddle. pos[ 1 ] : 
            if  ball. pos[ 0 ]  <  paddle. pos[ 0 ]  or  ball. pos[ 0 ]  >  paddle. pos[ 0 ]  +  paddle. width: 
                
                score -=  1 
            else : 
                ss =  abs ( ball. pos[ 0 ]  -  ( paddle. pos[ 0 ] + paddle. width// 2 ) )  /  20 
                ball. velocity[ 0 ]  =  2 + ss* 2 
                ball. velocity[ 1 ]  *=  - 1 
                
        
        screen. fill( BLACK) 
        
        ball. draw( screen) 
        paddle. draw( screen) 
        xx =  random. randint( 0 ,  255 ) 
        
        for  brick in  bricks: 
            
            
            
            brick. draw( screen) 
        if  ball. pos[ 1 ]  <=  screen_height// 2 : 
           score +=  update_bricks( ball,  bricks) 
        
        font =  pygame. font. Font( None ,  36 ) 
        score_text =  font. render( 'Score: '  +  str ( score) ,  True ,  RED) 
        screen. blit( score_text,  ( 10 ,  10 ) ) 
        
        pygame. display. flip( ) 
        
        clock. tick( 60 ) 
    
    pygame. quit( ) 
    sys. exit( )