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import pygame
import random
# Initialize Pygame
pygame.init()
# Set screen dimensions
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
# Title
pygame.display.set_caption("Grinding Game")
# Colors
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255, 0)
# Player class
class Player(pygame.sprite.Sprite):
    def __init__(self, x, y):
        super().__init__()
        self.image = pygame.Surface((32, 32))
        self.image.fill(white)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.speed = 5
        self.hp = 100
        self.attack = 10
        self.level = 1
        self.exp = 0
        self.exp_to_level_up = 100
    def update(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            self.rect.x -= self.speed
        if keys[pygame.K_RIGHT]:
            self.rect.x += self.speed
        if keys[pygame.K_UP]:
            self.rect.y -= self.speed
        if keys[pygame.K_DOWN]:
            self.rect.y += self.speed
        # Keep player within screen bounds
        self.rect.clamp_ip(screen.get_rect())
    def level_up(self):
        self.level += 1
        self.hp += 10
        self.attack += 5
        self.exp_to_level_up *= 2
        print(f"You leveled up to level {self.level}!")
    def gain_exp(self, amount):
        self.exp += amount
        if self.exp >= self.exp_to_level_up:
            self.level_up()
            self.exp = 0
# Enemy class
class Enemy(pygame.sprite.Sprite):
    def __init__(self, x, y):
        super().__init__()
        self.image = pygame.Surface((32, 32))
        self.image.fill(red)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.hp = 50
        self.attack = 5
    def update(self):
        # Simple enemy movement (random direction)
        direction = random.choice(["left", "right", "up", "down"])
        if direction == "left":
            self.rect.x -= 2
        elif direction == "right":
            self.rect.x += 2
        elif direction == "up":
            self.rect.y -= 2
        elif direction == "down":
            self.rect.y += 2
        # Keep enemy within screen bounds
        self.rect.clamp_ip(screen.get_rect())
# Create sprite groups
player_group = pygame.sprite.Group()
enemy_group = pygame.sprite.Group()
# Create player and enemies
player = Player(screen_width // 2, screen_height // 2)
player_group.add(player)
for _ in range(5):
    enemy = Enemy(random.randint(0, screen_width - 32), random.randint(0, screen_height - 32))
    enemy_group.add(enemy)
# Game loop
running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
    # Update sprites
    player_group.update()
    enemy_group.update()
    # Check for collisions
    for enemy in enemy_group:
        if player.rect.colliderect(enemy.rect):
            # Player attacks
            enemy.hp -= player.attack
            # Enemy attacks (if alive)
            if enemy.hp > 0:
                player.hp -= enemy.attack
            # Check if enemy is defeated
            if enemy.hp <= 0:
                enemy_group.remove(enemy)
                player.gain_exp(20)  # Gain EXP for defeating an enemy
    # Draw everything
    screen.fill(black)
    player_group.draw(screen)
    enemy_group.draw(screen)
    # Display player info
    font = pygame.font.Font(None, 24)
    hp_text = font.render(f"HP: {player.hp}", True, green)
    level_text = font.render(f"Level: {player.level}", True, white)
    exp_text = font.render(f"EXP: {player.exp}/{player.exp_to_level_up}", True, white)
    screen.blit(hp_text, (10, 10))
    screen.blit(level_text, (10, 30))
    screen.blit(exp_text, (10, 50))
    # Update the display
    pygame.display.flip()
# Quit Pygame
pygame.quit()
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