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part_3_steps/step-1.py

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"""Code from part 2"""
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import sys
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import pygame
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from pygame.locals import *
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from random import randint, random
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FPS = 60
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WIDTH, HEIGHT = 400, 400
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pygame.init()
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("SHMUP!")
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clock = pygame.time.Clock()
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player_img = pygame.image.load("player.png").convert_alpha()
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player_img = pygame.transform.scale(player_img, (36, 56))
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cookie_img = pygame.image.load("cookie.png").convert_alpha()
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bullet_img = pygame.image.load("bullet.png").convert_alpha()
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bullet_img = pygame.transform.scale(bullet_img, (12, 28))
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bg_img = pygame.image.load("background.png").convert()
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.image = player_img
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self.rect = player_img.get_rect()
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self.x = 180
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self.y = 340
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def update(self):
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keys = pygame.key.get_pressed()
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if keys[K_LEFT]:
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self.x -= 4
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if keys[K_RIGHT]:
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self.x += 4
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self.rect.x = self.x
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self.rect.y = self.y
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if self.rect.left < 0:
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self.rect.left = 0
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self.x = self.rect.x
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elif self.rect.right > WIDTH:
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self.rect.right = WIDTH
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self.x = self.rect.x
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if pygame.sprite.spritecollide(self, cookies, False, pygame.sprite.collide_rect_ratio(0.8)):
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pygame.quit()
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sys.exit()
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def draw(self, screen):
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screen.blit(self.image, self.rect)
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class Cookie(pygame.sprite.Sprite):
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def __init__(self, x, y, x_vel, y_vel):
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super().__init__(cookies)
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self.image = cookie_img
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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self.x_vel = x_vel
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self.y_vel = y_vel
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def update(self):
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self.x += self.x_vel
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self.y += self.y_vel
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self.rect.x = self.x
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self.rect.y = self.y
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if self.rect.left < 0 or self.rect.right > WIDTH:
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self.x_vel = -self.x_vel
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if self.rect.top < 0 or self.rect.bottom > HEIGHT:
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self.y_vel = -self.y_vel
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class Bullet(pygame.sprite.Sprite):
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def __init__(self, x, y):
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super().__init__(bullets)
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self.image = bullet_img
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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def update(self):
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self.y -= 10
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self.rect.centerx = self.x
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self.rect.centery = self.y
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if self.rect.bottom < 0:
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self.kill()
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bullets = pygame.sprite.Group()
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cookies = pygame.sprite.Group()
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player = Player()
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spawn_chance = 1 / 100
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running = True
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while running:
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clock.tick(FPS)
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for event in pygame.event.get():
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if event.type == QUIT:
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running = False
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if event.type == KEYDOWN:
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if event.key == K_SPACE:
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Bullet(player.rect.centerx, player.y)
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spawn_chance += 0.002 / 100
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if spawn_chance > 5 / 100:
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spawn_chance = 5 / 100
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if random() < spawn_chance:
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Cookie(randint(50, WIDTH - 50), randint(50, 100), randint(-5, 5), randint(-5, 5))
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bullets.update()
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cookies.update()
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player.update()
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pygame.sprite.groupcollide(bullets, cookies, True, True)
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screen.blit(bg_img, (0, 0))
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bullets.draw(screen)
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cookies.draw(screen)
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player.draw(screen)
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pygame.display.update()
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pygame.quit()

part_3_steps/step-2.py

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"""Code from part 2"""
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import sys
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import pygame
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from pygame.locals import *
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from random import randint, random
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FPS = 60
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WIDTH, HEIGHT = 400, 400
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pygame.init()
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("SHMUP!")
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clock = pygame.time.Clock()
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player_img = pygame.image.load("player.png").convert_alpha()
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player_img = pygame.transform.scale(player_img, (36, 56))
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cookie_img = pygame.image.load("cookie.png").convert_alpha()
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bullet_spritesheet = pygame.image.load("bullet.png").convert_alpha()
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bullet_imgs = []
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for x in range(4):
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bullet_img = bullet_spritesheet.subsurface(x * 3, 0, 3, 7)
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bullet_img = pygame.transform.scale(bullet_img, (12, 28))
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bullet_imgs.append(bullet_img)
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bg_img = pygame.image.load("background.png").convert()
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.image = player_img
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self.rect = player_img.get_rect()
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self.x = 180
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self.y = 340
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def update(self):
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keys = pygame.key.get_pressed()
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if keys[K_LEFT]:
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self.x -= 4
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if keys[K_RIGHT]:
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self.x += 4
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self.rect.x = self.x
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self.rect.y = self.y
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if self.rect.left < 0:
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self.rect.left = 0
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self.x = self.rect.x
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elif self.rect.right > WIDTH:
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self.rect.right = WIDTH
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self.x = self.rect.x
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if pygame.sprite.spritecollide(self, cookies, False, pygame.sprite.collide_rect_ratio(0.8)):
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pygame.quit()
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sys.exit()
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def draw(self, screen):
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screen.blit(self.image, self.rect)
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class Cookie(pygame.sprite.Sprite):
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def __init__(self, x, y, x_vel, y_vel):
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super().__init__(cookies)
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self.image = cookie_img
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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self.x_vel = x_vel
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self.y_vel = y_vel
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def update(self):
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self.x += self.x_vel
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self.y += self.y_vel
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self.rect.x = self.x
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self.rect.y = self.y
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if self.rect.left < 0 or self.rect.right > WIDTH:
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self.x_vel = -self.x_vel
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if self.rect.top < 0 or self.rect.bottom > HEIGHT:
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self.y_vel = -self.y_vel
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class Bullet(pygame.sprite.Sprite):
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def __init__(self, x, y):
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super().__init__(bullets)
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self.image = bullet_imgs[0]
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self.index = 0
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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def update(self):
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self.image = bullet_imgs[self.index]
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self.index += 1
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if self.index == 4:
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self.index = 0
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self.y -= 10
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self.rect.centerx = self.x
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self.rect.centery = self.y
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if self.rect.bottom < 0:
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self.kill()
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bullets = pygame.sprite.Group()
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cookies = pygame.sprite.Group()
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player = Player()
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spawn_chance = 1 / 100
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running = True
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while running:
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clock.tick(FPS)
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for event in pygame.event.get():
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if event.type == QUIT:
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running = False
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if event.type == KEYDOWN:
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if event.key == K_SPACE:
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Bullet(player.rect.centerx, player.y)
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spawn_chance += 0.002 / 100
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if spawn_chance > 5 / 100:
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spawn_chance = 5 / 100
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if random() < spawn_chance:
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Cookie(randint(50, WIDTH - 50), randint(50, 100), randint(-5, 5), randint(-5, 5))
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bullets.update()
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cookies.update()
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player.update()
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pygame.sprite.groupcollide(bullets, cookies, True, True)
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screen.blit(bg_img, (0, 0))
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bullets.draw(screen)
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cookies.draw(screen)
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player.draw(screen)
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pygame.display.update()
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pygame.quit()

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