Add active/unactive horse colour management. Add barrier spawning every 500 game ticks. Generated comments to describe code.
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@@ -1,97 +1,136 @@
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import pygame
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import random
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WIDTH, HEIGHT = 800, 600
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class GameObject:
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x = 0
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y = 0
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def __init__(self, image_path, x=0, y=0):
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self.image = pygame.image.load(image_path)
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self.rect = self.image.get_rect(topleft=(x,y))
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self.set_position(x, y)
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self.image = pygame.image.load(image_path) # Load the image
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self.rect = self.image.get_rect(topleft=(x,y)) # Set the rectangle for the image
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self.set_position(x, y) # Set initial position
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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def set_position(self, x, y): # TODO: FIX CENTERING
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self.rect.x = x
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surface.blit(self.image, self.rect) # Draw the image on the surface
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def set_position(self, x, y):
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self.rect.x = x # Update rectangle position
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self.rect.y = y
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self.x = x
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self.x = x # Update object position
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self.y = y
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def move(self, dx, dy):
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self.set_position(self.rect.x + dx, self.rect.y + dy)
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self.set_position(self.rect.x + dx, self.rect.y + dy) # Move object by dx and dy
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def set_size(self, width, height):
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self.image = pygame.transform.scale(self.image, (width,height))
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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self.image = pygame.transform.scale(self.image, (width,height)) # Resize the image
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self.rect = self.image.get_rect(topleft=(self.x,self.y)) # Update rectangle size
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def scale_by(self, scale):
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self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale))
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale)) # Scale the image
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self.rect = self.image.get_rect(topleft=(self.x,self.y)) # Update rectangle size
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def get_position(self):
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return (self.x, self.y)
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return (self.x, self.y) # Return current position
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class Horse(GameObject):
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default_vacceleration = 0.5
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vspeed = 0
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vacceleration = 0
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stopped = False
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color = ()
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default_vacceleration = 0.5 # Default acceleration value
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vspeed = 0 # Vertical speed
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vacceleration = 0 # Vertical acceleration
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stopped = False # Whether the horse is stopped
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color = () # Color of the horse's mark
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def __init__(self, image_path, x, y):
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self.vspeed = 0
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self.vacceleration = 0
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self.stopped = False
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self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
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self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) # Random color for the mark
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super().__init__(image_path, x, y)
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self.set_size(75, 75)
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self.set_size(75, 75) # Set the size of the horse
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def apply_vspeed(self):
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pos = self.get_position()
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self.set_position(pos[0], pos[1] + self.vspeed)
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self.set_position(pos[0], pos[1] + self.vspeed) # Apply vertical speed to position
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def apply_vacceleration(self):
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self.vspeed += self.vacceleration
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self.vspeed += self.vacceleration # Apply acceleration to speed
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def set_vspeed(self, speed):
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self.vspeed = speed
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self.vspeed = speed # Set vertical speed
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def add_vspeed(self, delta):
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self.vspeed += delta
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self.vspeed += delta # Add to vertical speed
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def set_vacceleration(self, vacceleration):
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self.vacceleration = vacceleration
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self.vacceleration = vacceleration # Set vertical acceleration
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def up(self):
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self.set_vacceleration(-self.default_vacceleration)
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self.set_vacceleration(-self.default_vacceleration) # Move up
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def down(self):
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self.set_vacceleration(self.default_vacceleration)
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self.set_vacceleration(self.default_vacceleration) # Move down
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def stay(self):
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self.set_vacceleration(0)
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self.set_vacceleration(0) # Stop vertical movement
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def stop(self):
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self.stopped = True
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self.stopped = True # Stop the horse
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self.set_vacceleration(0)
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self.set_vspeed(0)
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def draw(self, surface):
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surface.blit(self.image, self.rect) # Draw the horse
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pygame.draw.rect(surface, self.color, (self.x + 40, self.y + 20, 25, 25)) # Draw the horse's mark
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class Background(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y)
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super().__init__(image_path, x, y) # Initialize background
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class Barrier(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y)
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super().__init__(image_path, x, y) # Initialize barrier
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class UI:
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children = []
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horizontal_offset = 25
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mark_size = 5
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children = [] # List of child objects
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horizontal_offset = 25 # Horizontal spacing between marks
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vertical_offset = -25 # Vertical spacing between marks
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mark_size = 25 # Size of the marks
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def __init__(self):
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self.children = []
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self.children = [] # Initialize children list
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def add_children(self, children):
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new_children = [child for child in children if child not in self.children]
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new_children = [child for child in children if child not in self.children] # Add new children
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self.children.extend(new_children)
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def draw_marks(self, screen):
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x0 = 50
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y0 = 300
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for child in self.children:
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if isinstance(child, Horse):
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x0 += self.horizontal_offset
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x1 = x0 + self.mark_size
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y1 = y0 - self.mark_size
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pygame.draw.rect(screen, child.color, (x0, y0, x1, y1))
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active_marks = [] # List of active horses
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unactive_marks = [] # List of inactive horses
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for i in range(len(self.children)):
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if isinstance(self.children[i], Horse):
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if (self.children[i].stopped == False):
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active_marks.append(self.children[i]) # Add active horses
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else:
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unactive_marks.append(self.children[i]) # Add inactive horses
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width = 10 # Number of marks per row
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active_marks_section_pos = (0 - self.mark_size, 600 - self.mark_size) # Starting position for active marks
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xa = active_marks_section_pos[0]
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ya = active_marks_section_pos[1]
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for i in range(len(active_marks)):
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xa += self.horizontal_offset
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pygame.draw.rect(screen, self.children[i].color, (xa, ya, self.mark_size, self.mark_size)) # Draw active marks
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if xa >= width * (self.mark_size - 3): # Move to the next row if the row is full
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ya += self.vertical_offset
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xa = active_marks_section_pos[0]
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unactive_marks_section_pos = (800, 600 - self.mark_size) # Starting position for inactive marks
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xu = unactive_marks_section_pos[0]
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yu = unactive_marks_section_pos[1]
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for i in range(len(unactive_marks)):
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xu -= self.horizontal_offset
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pygame.draw.rect(screen, unactive_marks[i].color, (xu, yu, self.mark_size, self.mark_size)) # Draw inactive marks
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if 800 - xu >= width * self.mark_size: # Move to the next row if the row is full
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yu += self.vertical_offset
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xu = unactive_marks_section_pos[0]
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class Spawner:
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active = True # Whether the spawner is active
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frequency = 500 # Number of ticks between spawns
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tick_counter = 0 # Counter for ticks
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def __init__(self, barrier_image_path):
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self.barrier_image_path = barrier_image_path # Path to the barrier image
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def handle(self):
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if self.active:
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self.tick_counter += 1 # Increment tick counter
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if self.tick_counter >= self.frequency: # Check if it's time to spawn
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self.spawn()
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self.tick_counter = 0 # Reset tick counter
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def spawn(self):
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random_y = random.randint(0, HEIGHT - 100) # Random Y position for the barrier
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new_barrier = Barrier(self.barrier_image_path, WIDTH, random_y) # Create a new barrier
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return new_barrier
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@@ -4,63 +4,72 @@ from gameobjects import *
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pygame.init()
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WIDTH, HEIGHT = 800, 600
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("NIC_Project")
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screen = pygame.display.set_mode((WIDTH, HEIGHT)) # Initialize the screen
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pygame.display.set_caption("NIC_Project") # Set window title
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WHITE = (255, 255, 255)
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WHITE = (255, 255, 255) # Define white color
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UI = UI()
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grass = Background("images/grass.jpg", 0, 0)
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horse1 = Horse("images/horse.png", 50, 50)
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barrier1 = Barrier("images/barrier.png", 400, 300)
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UI = UI() # Initialize UI
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grass = Background("images/grass.jpg", 0, 0) # Create background
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horse1 = Horse("images/horse.png", 50, 50) # Create a horse
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barrier1 = Barrier("images/barrier.png", 400, 300) # Create a barrier
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BARRIER_SPEED = 1
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BARRIER_SPEED = 1 # Speed of the barriers
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grass.set_size(WIDTH, HEIGHT)
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grass.set_size(WIDTH, HEIGHT) # Set background size
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gameobjects = [grass, horse1, barrier1]
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horses = [Horse("images/horse.png", 50, 50) for i in range(5)]
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barriers = [barrier1]
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gameobjects = [] # List of all game objects
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horses = [Horse("images/horse.png", 50, 50 * i) for i in range(50)] # Create 50 horses
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barriers = [barrier1] # List of barriers
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UI.add_children(horses)
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gameobjects.extend([grass]) # Add background to game objects
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gameobjects.extend(horses) # Add horses to game objects
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gameobjects.extend(barriers) # Add barriers to game objects
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spawner = Spawner("images/barrier.png") # Initialize spawner
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UI.add_children(horses) # Add horses to UI
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT: # Handle window close event
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pygame.quit()
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sys.exit()
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed() # Get pressed keys
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for horse in horses:
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if horse.stopped == False:
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if keys[pygame.K_UP]:
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if horse.stopped == False: # If the horse is not stopped
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if keys[pygame.K_UP]: # Move horse up if UP key is pressed
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horse.up()
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elif keys[pygame.K_DOWN]:
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elif keys[pygame.K_DOWN]: # Move horse down if DOWN key is pressed
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horse.down()
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else:
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horse.stay()
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horse.stay() # Stop vertical movement if no key is pressed
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else:
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horse.move(-BARRIER_SPEED, 0)
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horse.move(-BARRIER_SPEED, 0) # Move stopped horse to the left
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horse.apply_vacceleration()
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horse.apply_vspeed()
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horse.draw(screen)
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horse.apply_vacceleration() # Apply acceleration to horse
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horse.apply_vspeed() # Apply speed to horse
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horse.draw(screen) # Draw the horse
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spawner.handle() # Handle spawner logic
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if spawner.tick_counter == 0: # If a new barrier is spawned
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new_barrier = spawner.spawn() # Spawn a new barrier
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barriers.append(new_barrier) # Add barrier to barriers list
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gameobjects.append(new_barrier) # Add barrier to game objects
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for barrier in barriers:
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barrier.move(-BARRIER_SPEED, 0)
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barrier.move(-BARRIER_SPEED, 0) # Move barriers to the left
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# Checking collisions between horses and barriers
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for horse in horses:
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if horse.stopped == False:
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if horse.stopped == False: # Check for collisions between horses and barriers
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for barrier in barriers:
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if horse.rect.colliderect(barrier.rect):
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horse.stop()
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if horse.rect.colliderect(barrier.rect): # If collision detected
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horse.stop() # Stop the horse
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for object in gameobjects:
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object.draw(screen)
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UI.draw_marks(screen)
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object.draw(screen) # Draw all game objects
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UI.draw_marks(screen) # Draw UI marks
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pygame.display.flip()
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pygame.time.Clock().tick(60)
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pygame.display.flip() # Update the display
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pygame.time.Clock().tick(160) # Limit the frame rate to 160 FPS
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