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import pygame
import random
# Initialize pygame
pygame.init()
# Set up game window
WIDTH, HEIGHT = 800, 600
window = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Avoid the Falling Blocks!")
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
# Player properties
player_size = 50
player_pos = [WIDTH // 2, HEIGHT - 2 * player_size]
player_speed = 10
# Enemy properties
enemy_size = 50
enemy_pos = [random.randint(0, WIDTH - enemy_size), 0]
enemy_speed = 10
# Game clock
clock = pygame.time.Clock()
# Game over flag
game_over = False
# Score tracker
score = 0
font = pygame.font.SysFont("monospace", 35)
def detect_collision(player_pos, enemy_pos):
p_x, p_y = player_pos
e_x, e_y = enemy_pos
if (e_x >= p_x and e_x < (p_x + player_size)) or (p_x >= e_x and p_x < (e_x + enemy_size)):
if (e_y >= p_y and e_y < (p_y + player_size)) or (p_y >= e_y and p_y < (e_y + enemy_size)):
return True
return False
# Game loop
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
# Get key presses
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player_pos[0] > 0:
player_pos[0] -= player_speed
if keys[pygame.K_RIGHT] and player_pos[0] < WIDTH - player_size:
player_pos[0] += player_speed
# Move the enemy down
enemy_pos[1] += enemy_speed
# Respawn enemy if it goes off screen
if enemy_pos[1] > HEIGHT:
enemy_pos = [random.randint(0, WIDTH - enemy_size), 0]
score += 1
enemy_speed += 0.5 # Increase difficulty as score rises
# Check for collisions
if detect_collision(player_pos, enemy_pos):
game_over = True
# Draw the game
window.fill(BLACK)
pygame.draw.rect(window, RED, (enemy_pos[0], enemy_pos[1], enemy_size, enemy_size))
pygame.draw.rect(window, WHITE, (player_pos[0], player_pos[1], player_size, player_size))
# Display score
score_text = font.render("Score: " + str(score), True, WHITE)
window.blit(score_text, (10, 10))
# Update the display
pygame.display.update()
# Set the frame rate
clock.tick(30)
# Quit the game
pygame.quit()
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