Update game2
parent
fbbb59ba14
commit
d65bef279d
142
game2
142
game2
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@ -1,6 +1,7 @@
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import pygame
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import pygame
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import sys
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import sys
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import os
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import os
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import random
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# Initialize Pygame
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# Initialize Pygame
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pygame.init()
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pygame.init()
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@ -14,38 +15,46 @@ BRICK_WIDTH, BRICK_HEIGHT = 80, 20
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BRICK_ROWS = 4
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BRICK_ROWS = 4
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BRICK_COLS = 10
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BRICK_COLS = 10
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LINE_HEIGHT = 5
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LINE_HEIGHT = 5
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CUPCAKE_WIDTH, CUPCAKE_HEIGHT = 30, 30
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# Colors
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# Colors
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WHITE = (255, 255, 255)
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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RED = (255, 0, 0)
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PURPLE = (128, 0, 128)
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# Sounds
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# Load additional sound files
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wall_sound = None
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if os.path.exists("wearethechampions.mp3"):
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block_sound = None
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win_sound = pygame.mixer.Sound("wearethechampions.mp3")
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death_sound = None
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if os.path.exists("waltzn2.mp3"):
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bg_music = pygame.mixer.Sound("waltzn2.mp3")
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# Check if sound files exist before loading
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if os.path.exists("dishesfall.mp3"):
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if os.path.exists("wall.wav"):
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fall_sound = pygame.mixer.Sound("dishesfall.mp3")
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wall_sound = pygame.mixer.Sound("wall.wav")
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if os.path.exists("boing.wav"):
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if os.path.exists("block.wav"):
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boing_sound = pygame.mixer.Sound("boing.wav")
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block_sound = pygame.mixer.Sound("block.wav")
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if os.path.exists("glassbreaking.mp3"):
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if os.path.exists("death.wav"):
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block_sound = pygame.mixer.Sound("glassbreaking.mp3")
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death_sound = pygame.mixer.Sound("death.wav")
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if os.path.exists("lookatthisdude.mp3"):
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death_sound = pygame.mixer.Sound("lookatthisdude.mp3")
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if os.path.exists("chew.wav"):
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chew_sound = pygame.mixer.Sound("chew.wav")
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# Create the game window
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# Create the game window
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Arkanoid")
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pygame.display.set_caption("Arkanoid")
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# Load beach background image
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background_image = pygame.image.load("beach.jpg").convert()
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background_image = pygame.transform.scale(background_image, (WIDTH, HEIGHT))
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# Load cat image
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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_original_image = pygame.image.load("cat.png").convert_alpha()
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CAT_WIDTH, CAT_HEIGHT = 50, 50
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CAT_WIDTH, CAT_HEIGHT = 50, 50
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cat_image = pygame.transform.scale(cat_original_image, (CAT_WIDTH, CAT_HEIGHT))
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cat_image = pygame.transform.scale(cat_original_image, (CAT_WIDTH, CAT_HEIGHT))
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# Load heart bar image
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# Load cupcake image
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heart_bar_image = pygame.image.load("heartbar.png").convert_alpha()
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cupcake_original_image = pygame.image.load("cupcake.png").convert_alpha()
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HEART_WIDTH, HEART_HEIGHT = 15, 15 # Adjust heart size here
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cupcake_image = pygame.transform.scale(cupcake_original_image, (CUPCAKE_WIDTH, CUPCAKE_HEIGHT))
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HEART_SPACING = 20 # Adjust spacing between hearts here
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# Create the paddle
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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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paddle = pygame.Rect((WIDTH - PADDLE_WIDTH) // 2, HEIGHT - PADDLE_HEIGHT - 20, PADDLE_WIDTH, PADDLE_HEIGHT)
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@ -64,6 +73,29 @@ for row in range(BRICK_ROWS):
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brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
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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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bricks.append(brick)
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# Falling Cupcakes
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class Cupcake:
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def __init__(self):
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self.width = CUPCAKE_WIDTH
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self.height = CUPCAKE_HEIGHT
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self.x = random.randint(0, WIDTH - self.width)
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self.y = 0
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self.speed = random.randint(1, 3)
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def update(self):
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self.y += self.speed
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def draw(self, surface):
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surface.blit(cupcake_image, (self.x, self.y))
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# Create a list to hold falling cupcakes
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falling_cupcakes = []
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# Function to spawn falling cupcakes
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def spawn_cupcakes():
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if len(falling_cupcakes) < 2: # Maximum 2 cupcakes on screen
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falling_cupcakes.append(Cupcake())
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# Scoring
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# Scoring
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score = 0
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score = 0
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font = pygame.font.Font(None, 36)
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font = pygame.font.Font(None, 36)
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@ -77,10 +109,22 @@ game_started = False
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game_over_text = font.render("Game Over", True, WHITE)
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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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game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
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# Winning flag and text
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winning = False
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winning_text = font.render("YOU WON!", True, WHITE)
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winning_rect = winning_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
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# Flags for paddle movement
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# Flags for paddle movement
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move_left = False
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move_left = False
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move_right = False
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move_right = False
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# Function to draw heart
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def draw_heart(surface, color, pos):
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# Draw filled heart
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pygame.draw.polygon(surface, color, [(pos[0] + 5, pos[1] + 10), (pos[0] + 10, pos[1] + 5), (pos[0] + 15, pos[1] + 10),
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(pos[0] + 20, pos[1] + 5), (pos[0] + 25, pos[1] + 10), (pos[0] + 15, pos[1] + 25),
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(pos[0], pos[1] + 10)])
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# Main game loop
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# Main game loop
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while not game_over:
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while not game_over:
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for event in pygame.event.get():
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for event in pygame.event.get():
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@ -113,35 +157,51 @@ while not game_over:
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# Check for collision with walls
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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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if cat_rect.left <= 0 or cat_rect.right >= WIDTH:
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cat_speed[0] = -cat_speed[0]
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cat_speed[0] = -cat_speed[0]
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if wall_sound:
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if boing_sound:
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wall_sound.play()
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boing_sound.play()
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if cat_rect.top <= 0 or cat_rect.colliderect(paddle):
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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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cat_speed[1] = -cat_speed[1]
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if wall_sound:
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if boing_sound:
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wall_sound.play()
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boing_sound.play()
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# Check for collision with bricks
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# Check for collision with bricks
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for brick in bricks[:]:
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for brick in bricks[:]:
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if cat_rect.colliderect(brick):
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if cat_rect.colliderect(brick):
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bricks.remove(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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if block_sound:
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block_sound.play()
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block_sound.play()
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score += 1
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# Check for collision with cupcakes
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for cupcake in falling_cupcakes[:]:
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if cat_rect.colliderect(cupcake.x, cupcake.y, cupcake.width, cupcake.height):
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falling_cupcakes.remove(cupcake)
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if chew_sound:
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chew_sound.play()
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lives += 1 # Restore one life
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# Increase the size of the cat
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cat_image = pygame.transform.scale(cat_original_image, (CAT_WIDTH + 10, CAT_HEIGHT + 10))
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cat_rect = cat_image.get_rect(center=cat_rect.center)
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# Check for loss of life
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# Check for loss of life
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if cat_rect.bottom >= HEIGHT:
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if cat_rect.bottom >= HEIGHT:
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lives -= 1
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lives -= 1
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if death_sound:
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if fall_sound:
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death_sound.play()
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fall_sound.play()
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cat_rect.center = (WIDTH // 2, HEIGHT // 2) # Reset cat position to the center
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if lives <= 0:
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if lives <= 0:
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game_over = True
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game_over = True
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break
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else:
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# Check for winning condition
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cat_rect.center = (WIDTH // 2, HEIGHT // 2)
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if len(bricks) == 0:
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winning = True
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# Clear the screen
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# Clear the screen
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screen.fill(BLACK)
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screen.fill(BLACK)
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# Draw background image
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screen.blit(background_image, (0, 0))
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# Draw paddle
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# Draw paddle
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pygame.draw.rect(screen, WHITE, paddle)
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pygame.draw.rect(screen, WHITE, paddle)
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@ -152,27 +212,43 @@ while not game_over:
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# Draw cat
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# Draw cat
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screen.blit(cat_image, cat_rect)
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screen.blit(cat_image, cat_rect)
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# Draw falling cupcakes
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for cupcake in falling_cupcakes:
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cupcake.update()
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cupcake.draw(screen)
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# Draw heart bar representing lives
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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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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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draw_heart(screen, RED, (10 + i * 30, 10)) # Adjust the heart position and color as needed
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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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# Draw score
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score_text = font.render(f"Score: {score}", True, (128, 0, 128)) # Purple color
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score_text = font.render(f"Score: {score}", True, PURPLE)
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screen.blit(score_text, (10, 50))
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screen.blit(score_text, (10, 50))
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# Spawn falling cupcakes
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spawn_cupcakes()
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# Update the display
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# Update the display
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pygame.display.flip()
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pygame.display.flip()
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# Cap the frame rate
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# Cap the frame rate
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pygame.time.Clock().tick(60)
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pygame.time.Clock().tick(60)
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# Display Game Over text
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# Play appropriate sound and display text
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screen.fill(BLACK)
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if game_over:
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screen.blit(game_over_text, game_over_rect)
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if death_sound:
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death_sound.play()
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screen.blit(game_over_text, game_over_rect)
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elif winning:
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if win_sound:
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win_sound.play()
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screen.blit(winning_text, winning_rect)
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pygame.display.flip()
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pygame.display.flip()
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# Stop background music when game is over
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if bg_music:
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bg_music.stop()
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# Wait for a few seconds before quitting
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# Wait for a few seconds before quitting
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pygame.time.delay(1500)
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pygame.time.delay(1500)
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