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import pygame import random # Initialize Pygame pygame.init() # Set screen dimensions screen_width = 600 screen_height = 400 screen = pygame.display.set_mode((screen_width, screen_height)) # Set title pygame.display.set_caption("Super Mario Bros.") # Colors black = (0, 0, 0) white = (255, 255, 255) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) brown = (165, 42, 42) # Player class class Player(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("mario.png").convert_alpha() self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.speed = 5 self.is_jumping = False self.jump_height = 10 self.gravity = 0.5 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_SPACE] and not self.is_jumping: self.is_jumping = True if self.is_jumping: self.rect.y -= self.jump_height self.jump_height -= self.gravity if self.jump_height < -10: self.is_jumping = False self.jump_height = 10 # Enemy class class Enemy(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("goomba.png").convert_alpha() self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.speed = 2 self.direction = 1 def update(self): self.rect.x += self.speed * self.direction if self.rect.x > screen_width - self.rect.width or self.rect.x < 0: self.direction *= -1 # Block class class Block(pygame.sprite.Sprite): def __init__(self, x, y, color): super().__init__() self.image = pygame.Surface((32, 32)) self.image.fill(color) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y # Create game objects player = Player(50, 300) enemies = pygame.sprite.Group() enemies.add(Enemy(200, 300)) blocks = pygame.sprite.Group() # Create level layout for i in range(0, screen_width, 32): blocks.add(Block(i, 350, brown)) # Game loop running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Update game objects player.update() enemies.update() # Check for collisions if pygame.sprite.spritecollideany(player, enemies): # Game over running = False # Draw game objects screen.fill(blue) player.draw(screen) enemies.draw(screen) blocks.draw(screen) # Update display pygame.display.flip() # Quit Pygame pygame.quit()
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