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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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