Update game2
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080275d555
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cc9f3ddbf8
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game2
208
game2
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@ -1,116 +1,180 @@
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import pygame
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import sys
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import random
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import os
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# Initialize Pygame
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pygame.init()
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pygame.mixer.init()
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# Set up the display
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# Constants
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WIDTH, HEIGHT = 800, 600
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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PADDLE_WIDTH, PADDLE_HEIGHT = 100, 10
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PADDLE_SPEED = 10
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BRICK_WIDTH, BRICK_HEIGHT = 80, 20
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BRICK_ROWS = 4
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BRICK_COLS = 10
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LINE_HEIGHT = 5
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# Colors
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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# Load images
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cat_image = pygame.image.load("cat.png").convert_alpha()
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football_image = pygame.image.load("football.png").convert_alpha()
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heart_bar_image = pygame.image.load("heartbar.png").convert_alpha()
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# Sounds
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wall_sound = None
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block_sound = None
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death_sound = None
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# Constants
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# Check if sound files exist before loading
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if os.path.exists("wall.wav"):
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wall_sound = pygame.mixer.Sound("wall.wav")
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if os.path.exists("block.wav"):
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block_sound = pygame.mixer.Sound("block.wav")
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if os.path.exists("death.wav"):
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death_sound = pygame.mixer.Sound("death.wav")
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# Create the game window
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Arkanoid")
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# Load cat image
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cat_original_image = pygame.image.load("cat.png").convert_alpha()
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CAT_WIDTH, CAT_HEIGHT = 50, 50
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FOOTBALL_WIDTH, FOOTBALL_HEIGHT = 30, 30
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HEART_WIDTH, HEART_HEIGHT = 30, 30
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PADDLE_WIDTH, PADDLE_HEIGHT = 100, 10
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PADDLE_COLOR = (255, 0, 0)
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BALL_RADIUS = 10
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LINE_HEIGHT = 5
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NUM_HEARTS = 9
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cat_image = pygame.transform.scale(cat_original_image, (CAT_WIDTH, CAT_HEIGHT))
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# Global variables
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score = 0
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lives = NUM_HEARTS
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falling_footballs = []
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falling_speed = 3
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clock = pygame.time.Clock()
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# Load heart bar image
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heart_bar_image = pygame.image.load("heartbar.png").convert_alpha()
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HEART_WIDTH, HEART_HEIGHT = 15, 15 # Adjust heart size here
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HEART_SPACING = 20 # Adjust spacing between hearts here
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# Create the paddle
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paddle = pygame.Rect((WIDTH - PADDLE_WIDTH) // 2, HEIGHT - PADDLE_HEIGHT - 20, PADDLE_WIDTH, PADDLE_HEIGHT)
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# Function to draw the paddle
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def draw_paddle():
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pygame.draw.rect(screen, PADDLE_COLOR, paddle)
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# Create the ball (cat)
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cat_rect = cat_image.get_rect(center=(WIDTH // 2, HEIGHT // 2))
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cat_speed = [5, 5] # Cat movement speed
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# Function to handle paddle movement
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def move_paddle(key):
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if key == pygame.K_LEFT:
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paddle.x -= 5
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elif key == pygame.K_RIGHT:
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paddle.x += 5
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# Create death line
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line = pygame.Rect(0, HEIGHT - LINE_HEIGHT, WIDTH, LINE_HEIGHT)
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# Function to draw the cat
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def draw_cat(x, y):
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screen.blit(cat_image, (x, y))
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# Create bricks
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bricks = []
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for row in range(BRICK_ROWS):
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for col in range(BRICK_COLS):
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brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
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bricks.append(brick)
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# Function to draw the football
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def draw_football(x, y):
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screen.blit(football_image, (x, y))
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# Scoring
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score = 0
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font = pygame.font.Font(None, 36)
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# Function to draw the hearts representing lives
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def draw_hearts():
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for i in range(lives):
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screen.blit(heart_bar_image, (WIDTH - (i + 1) * HEART_WIDTH, 0))
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# Lives
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lives = 9 # Start with 9 lives
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# Function to handle collisions between the paddle and falling footballs
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def check_collision():
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global lives
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for football in falling_footballs:
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if paddle.colliderect(football):
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falling_footballs.remove(football)
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lives -= 1
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# Game Over flag and text
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game_over = False
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game_started = False
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game_over_text = font.render("Game Over", True, WHITE)
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game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
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# Function to create falling footballs
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def create_falling_footballs():
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x = random.randint(0, WIDTH - FOOTBALL_WIDTH)
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y = 0
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falling_footballs.append(pygame.Rect(x, y, FOOTBALL_WIDTH, FOOTBALL_HEIGHT))
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# Flags for paddle movement
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move_left = False
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move_right = False
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# Main game loop
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running = True
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while running:
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while not game_over:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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pygame.quit()
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sys.exit()
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# Key pressed
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elif event.type == pygame.KEYDOWN:
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move_paddle(event.key)
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if event.key == pygame.K_LEFT:
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move_left = True
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elif event.key == pygame.K_RIGHT:
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move_right = True
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# Key released
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_LEFT:
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move_left = False
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elif event.key == pygame.K_RIGHT:
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move_right = False
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# Move the paddle based on flags
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if move_left and paddle.left > 0:
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paddle.x -= PADDLE_SPEED
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if move_right and paddle.right < WIDTH:
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paddle.x += PADDLE_SPEED
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# Move the cat
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cat_rect.x += cat_speed[0]
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cat_rect.y += cat_speed[1]
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# Check for collision with walls
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if cat_rect.left <= 0 or cat_rect.right >= WIDTH:
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cat_speed[0] = -cat_speed[0]
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if wall_sound:
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wall_sound.play()
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if cat_rect.top <= 0 or cat_rect.colliderect(paddle):
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cat_speed[1] = -cat_speed[1]
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if wall_sound:
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wall_sound.play()
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# Check for collision with bricks
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for brick in bricks[:]:
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if cat_rect.colliderect(brick):
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bricks.remove(brick)
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score += 1
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if block_sound:
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block_sound.play()
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# Check for loss of life
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if cat_rect.bottom >= HEIGHT:
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lives -= 1
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if death_sound:
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death_sound.play()
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if lives <= 0:
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game_over = True
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break
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else:
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cat_rect.center = (WIDTH // 2, HEIGHT // 2)
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# Clear the screen
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screen.fill(BLACK)
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# Draw game elements
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draw_paddle()
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draw_cat((WIDTH - CAT_WIDTH) // 2, HEIGHT - CAT_HEIGHT - 100)
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draw_hearts()
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# Draw paddle
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pygame.draw.rect(screen, WHITE, paddle)
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# Move and draw falling footballs
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for football in falling_footballs:
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football.y += falling_speed
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draw_football(football.x, football.y)
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# Draw bricks
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for brick in bricks:
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pygame.draw.rect(screen, WHITE, brick)
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# Check for collisions between paddle and falling footballs
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check_collision()
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# Draw cat
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screen.blit(cat_image, cat_rect)
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# Create falling footballs at random intervals
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if random.randint(0, 100) < 3:
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create_falling_footballs()
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# Draw heart bar representing lives
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start_x = 10 # Adjust the starting x-coordinate to move the heart bar more to the left
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for i in range(lives):
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heart_image = pygame.transform.scale(heart_bar_image, (HEART_WIDTH, HEART_HEIGHT))
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screen.blit(heart_image, (start_x + i * (HEART_WIDTH + HEART_SPACING), 10))
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# Draw score
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score_text = font.render(f"Score: {score}", True, (128, 0, 128)) # Purple color
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screen.blit(score_text, (10, 50))
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# Update the display
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pygame.display.flip()
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# Cap the frame rate
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clock.tick(60)
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pygame.time.Clock().tick(60)
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# Display Game Over text
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screen.fill(BLACK)
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screen.blit(game_over_text, game_over_rect)
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pygame.display.flip()
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# Wait for a few seconds before quitting
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pygame.time.delay(1500)
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# Quit Pygame
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pygame.quit()
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sys.exit()
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sys.exit()
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