243 lines
7.9 KiB
Python
243 lines
7.9 KiB
Python
import pygame
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from pygame.locals import K_UP, K_DOWN, QUIT, KEYDOWN, K_r, K_q
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import random
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pygame.init()
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# Ekrāns
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SCREEN_WIDTH = 1600
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SCREEN_HEIGHT = 600
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("Canteen Rush")
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background_img = pygame.image.load('background.jpg').convert()
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background_img = pygame.transform.scale(background_img, (SCREEN_WIDTH, SCREEN_HEIGHT))
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clock = pygame.time.Clock()
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# enemy
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enemy_img = pygame.image.load('Sprite-0001.png').convert()
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enemy_img = pygame.transform.scale(
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enemy_img,
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(int(enemy_img.get_width() * 0.3), int(enemy_img.get_height() * 0.3)))
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#end ekrāns
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end_img = pygame.image.load('Sprite-0002.png').convert()
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#end_img = pygame.transform.scale(
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# end_img,
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# (int(end_img.get_width() * 1), int(end_img.get_height() * 1)))
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# Skaitītājs
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count_label = pygame.font.Font(None, 40)
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count_fix = 5
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# Spēlētājs
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player_img = pygame.image.load('player1.jpg').convert()
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player_img = pygame.transform.scale(
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player_img,
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(int(player_img.get_width() * 0.3), int(player_img.get_height() * 0.3))
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)
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player_img.set_colorkey((255, 255, 255))
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# Līnijas un ceļi
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line_thickness = 4
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lane_height = player_img.get_height() + 10
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total_height = 4 * line_thickness + 3 * lane_height
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start_y = (SCREEN_HEIGHT - total_height) // 2
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# Trīs ceļu centri
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lane_centers = []
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for i in range(3):
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y = start_y + line_thickness + i * (lane_height + line_thickness) + lane_height // 2
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lane_centers.append(y)
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# Spēlētāja klase
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class Player(pygame.sprite.Sprite):
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def __init__(self, image, lane_centers):
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super().__init__()
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self.image = image
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self.lane_centers = lane_centers
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self.current_lane = 1
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self.rect = self.image.get_rect(center=(SCREEN_WIDTH // 6, self.lane_centers[self.current_lane]))
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def move_up(self):
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if self.current_lane > 0:
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self.current_lane -= 1
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self.rect.centery = self.lane_centers[self.current_lane]
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def move_down(self):
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if self.current_lane < len(self.lane_centers) - 1:
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self.current_lane += 1
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self.rect.centery = self.lane_centers[self.current_lane]
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def reset(self):
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self.current_lane = 1
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self.rect.centery = self.lane_centers[self.current_lane]
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# Vētras klase (sarkanās blokas)
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class Enemy(pygame.sprite.Sprite):
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def __init__(self, image, lane_centers, speed=5):
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super().__init__()
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self.image = image
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self.lane_centers = lane_centers
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self.current_lane = random.randint(0, len(lane_centers) - 1)
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self.speed = speed
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self.rect = self.image.get_rect(center=(SCREEN_WIDTH + 100, self.lane_centers[self.current_lane]))
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self.passed = False
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def update(self):
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self.rect.x -= self.speed
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if self.rect.right < 0:
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self.kill()
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def draw_end_screen(screen, final_score, high_score):
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"""Draw the game over overlay with final score and options."""
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# Semi-transparent dark overlay
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overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
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overlay.fill((0, 0, 0, 180))
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screen.blit(overlay, (0, 0))
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font_big = pygame.font.Font(None, 120)
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font_med = pygame.font.Font(None, 60)
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font_small = pygame.font.Font(None, 40)
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# "GAME OVER" title
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title = font_big.render("GAME OVER", True, (220, 50, 50))
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screen.blit(title, title.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 160)))
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# Final score
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score_text = font_med.render(f"Score: {final_score}", True, (255, 255, 255))
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screen.blit(score_text, score_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 60)))
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# High score
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hs_color = (255, 215, 0) if final_score >= high_score else (180, 180, 180)
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hs_label = "NEW BEST!" if final_score >= high_score else f"Best: {high_score}"
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hs_text = font_med.render(hs_label, True, hs_color)
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screen.blit(hs_text, hs_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 10)))
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# Instructions
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restart_text = font_small.render("Press R to Restart", True, (100, 255, 100))
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quit_text = font_small.render("Press Q to Quit", True, (255, 100, 100))
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screen.blit(restart_text, restart_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 90)))
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screen.blit(quit_text, quit_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 140)))
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def reset_game(player, enemies):
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"""Reset all game state for a new run."""
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player.reset()
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enemies.empty()
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pygame.time.set_timer(SPAWN_FIRST, 1500)
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pygame.time.set_timer(SPAWN_SECOND, 0)
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return 0, 10, 5, False # count, enemies_speed, count_fix, spawn_after_20
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# Taimeri events
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SPAWN_FIRST = pygame.USEREVENT + 1
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SPAWN_SECOND = pygame.USEREVENT + 2
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SECOND_DELAY = 700
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# Izveidojam spēlētāju un vētru grupu
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player = Player(player_img, lane_centers)
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enemies = pygame.sprite.Group()
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# Spēles stāvoklis
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count = 0
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enemies_speed = 10
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count_fix = 5
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spawn_after_20 = False
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game_over = False
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high_score = 0
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pygame.time.set_timer(SPAWN_FIRST, 1500)
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running = True
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while running:
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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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elif event.type == KEYDOWN:
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if game_over:
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if event.key == K_r:
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game_over = False
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count, enemies_speed, count_fix, spawn_after_20 = reset_game(player, enemies)
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elif event.key == K_q:
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running = False
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else:
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if event.key == K_UP:
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player.move_up()
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elif event.key == K_DOWN:
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player.move_down()
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elif event.type == SPAWN_FIRST and not spawn_after_20 and not game_over:
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enemy = Enemy(enemy_img, lane_centers, speed=enemies_speed)
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enemies.add(enemy)
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elif event.type == SPAWN_SECOND and spawn_after_20 and not game_over:
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enemy = Enemy(enemy_img, lane_centers, speed=enemies_speed)
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enemies.add(enemy)
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pygame.time.set_timer(SPAWN_SECOND, SECOND_DELAY, loops=1)
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if not game_over:
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# Atjaunojam vētras
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enemies.update()
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# Pārbauda sadursmes
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if pygame.sprite.spritecollideany(player, enemies):
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game_over = True
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high_score = max(high_score, count)
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pygame.time.set_timer(SPAWN_FIRST, 0)
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pygame.time.set_timer(SPAWN_SECOND, 0)
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# Pārbauda katru kadru
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for enemy in enemies:
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if not enemy.passed and enemy.rect.right < player.rect.left:
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enemy.passed = True
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count += 1
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# Palielina ātrumu
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if count == count_fix:
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count_fix += 5
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enemies_speed += 1
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# Sāk "paka" režīmu pēc 20 punktiem
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if count >= 20 and not spawn_after_20:
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spawn_after_20 = True
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enemies.empty()
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enemy = Enemy(enemy_img, lane_centers, speed=enemies_speed)
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enemies.add(enemy)
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pygame.time.set_timer(SPAWN_SECOND, SECOND_DELAY, loops=1)
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pygame.time.set_timer(SPAWN_FIRST, 0)
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# --- Zīmēšana ---
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screen.blit(background_img, (0, 0))
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# Zīmē 4 līnijas
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for i in range(4):
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y = start_y + i * (lane_height + line_thickness)
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pygame.draw.rect(screen, (0, 0, 0), pygame.Rect(0, y, SCREEN_WIDTH, line_thickness))
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# Zīmē spēlētāju
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screen.blit(player.image, player.rect)
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# Zīmē vētras
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for enemy in enemies:
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screen.blit(enemy.image, enemy.rect)
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# Zīmē punktus un ātrumu
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count_text = count_label.render(f"Score: {count}", True, (0, 0, 0))
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screen.blit(count_text, (10, 10))
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speed_text = count_label.render(f"Speed: {enemies_speed}", True, (0, 0, 0))
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screen.blit(speed_text, (600, 10))
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# Ja spēle beigusies, zīmē end screen virs visa
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if game_over:
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draw_end_screen(screen, count, high_score)
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pygame.display.flip()
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clock.tick(60)
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pygame.quit() |