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# Set the background color to blue
app.background = 'blue'

# Use a global variable to keep track of the player's score
var score = 0

# Use an if-else statement to check which arrow key is pressed
# and change the player's direction accordingly
function onKeyPress(key) {
  if (key === 'up') {
    player.dy = -player.speed;
  } else if (key === 'down') {
    player.dy = player.speed;
  } else if (key === 'left') {
    player.dx = -player.speed;
  } else if (key === 'right') {
    player.dx = player.speed;
  }
}

# Use the onKeyRelease() method to stop the player's movement
# when the arrow key is released
function onKeyRelease(key) {
  if (key === 'up' || key === 'down') {
    player.dy = 0;
  } else if (key === 'left' || key === 'right') {
    player.dx = 0;
  }
}

# The onFrame() method is called repeatedly, with the frame rate specified
# in the app.fps property. Use it to update the player's position and check
# for collisions with the obstacles or the edges of the screen.
function onFrame() {
  # Update the player's position based on its dx and dy properties
  player.x += player.dx;
  player.y += player.dy;

  # Use a nested if-else statement to check if the player has collided
  # with any of the obstacles. If the player hits an obstacle, stop
  # the app and display a game over message.
  if (player.hits(obstacle1)) {
    app.stop();
    app.text(500, 200, "Game over!", 'red', 100);
  } else if (player.hits(obstacle2)) {
    app.stop();
    app.text(500, 200, "Game over!", 'red', 100);
  } else if (player.hits(obstacle3)) {
    app.stop();
    app.text(500, 200, "Game over!", 'red', 100);
  }

  # Use a compound conditional with the and and or operators to check if the
  # player has collided with the edge of the screen. If the player hits the
  # edge of the screen, stop the app and display a game over message.
  if ((player.x < 0 || player.x > app.width) ||
      (player.y < 0 || player.y > app.height)) {
    app.stop();
    app.text(500, 200, "Game over!", 'red', 100);
  }

  # Use the not operator (!) to negate the result of the contains() method
  # to check if the player has collided with the edge of the screen.
  # If the player has not hit the edge of the screen, increment the score.
  if (!app.contains(player))