r3-archive/r3.py

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import sys
import pygame
import threading
import time
import datetime
import platform
import subprocess
pygame.init()
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screen = pygame.display.set_mode((800, 480))
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pygame.display.set_caption('The Red Robot Radio 1.0.1 - Virtualx Game Engine')
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font = pygame.font.Font(None, 30)
clock = pygame.time.Clock()
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crashbg = 'backgrounds/crash.png'
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FPS = 6000
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ax = 0
ay = 0
bx = 0
by = 0
cx = 0
cy = 0
dx = 0
dy = 0
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ex = 0
ey = 0
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music = False #To disable music at game start set to false
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BLACK = (0, 0, 0)
#WHITE = (255, 255, 255)
pygame.mixer.music.load('music/space.ogg')
csfx = pygame.mixer.Sound('sfx/crash.ogg')
lcfx = pygame.mixer.Sound('sfx/complete.ogg')
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if music:
pygame.mixer.music.play(-1)
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#sound = pygame.mixer.Sound(file='bmx.ogg')
#raw_array = sound.get_raw()
#raw_array = raw_array[100000:92557920]
#cut_sound = pygame.mixer.Sound(buffer=raw_array)
#cut_sound.play(-1)
class Background(pygame.sprite.Sprite):
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def __init__(self,bpicture):
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pygame.sprite.Sprite.__init__(self)
self.x = 0
self.y = 0
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self.image = pygame.image.load(bpicture)
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#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.velocity = [0, 0]
def update(self):
self.rect.move_ip(*self.velocity)
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#class Crash(pygame.sprite.Sprite):
# def __init__(self):
# super().__init__()
# self.image = pygame.image.load('backgrounds/crash.png')
# #self.image = pygame.Surface((32, 32))
# #self.image.fill(WHITE)
# self.rect = self.image.get_rect() # Get rect of some size as 'image'.
# self.velocity = [0, 0]
#class Antenna(pygame.sprite.Sprite):
# def __init__(self):
# super().__init__()
# self.image = pygame.image.load('backgrounds/antenna.png')
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#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
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# self.rect = self.image.get_rect() # Get rect of some size as 'image'.
# self.velocity = [0, 0]
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def update(self):
self.rect.move_ip(*self.velocity)
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class Player(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/ss.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,108, 68)
self.velocity = [0, 0]
def update(self):
self.rect.move_ip(*self.velocity)
class Wallh(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
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self.image = pygame.image.load('sprites/wallh.png')
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#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,50, 1000)
self.velocity = [0, 0]
def update(self):
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self.rect.move_ip(bx, by)
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class Wallv(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
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self.image = pygame.image.load('sprites/wallv.png')
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#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,3400, 50)
self.velocity = [0, 0]
def update(self):
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self.rect.move_ip(bx, by)
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class Css(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/css.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,108, 68)
self.velocity = [0, 0]
def update(self):
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self.rect.move_ip(bx, by)
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class Sat(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/sat.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,30, 22)
self.velocity = [0, 0]
def update(self):
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self.rect.move_ip(bx, by)
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class Goal(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/radio.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,69, 120)
self.velocity = [0, 0]
def update(self):
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self.rect.move_ip(bx, by)
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class Bus(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/bus.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
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self.rect = pygame.Rect(self.x,self.y,118, 63)
self.velocity = [0, 0]
def update(self):
self.rect.move_ip(bx, by)
class Tc(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/tc.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,118, 63)
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self.velocity = [0, 0]
def update(self):
self.rect.move_ip(bx, by)
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class Iss(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/iss.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,98, 128)
self.velocity = [0, 0]
def update(self):
self.rect.move_ip(bx, by)
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class Ast1(pygame.sprite.Sprite):
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def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/asteroid.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,108, 78)
self.velocity = [0, 0]
def update(self):
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self.rect.move_ip(cx, cy)
class Ast2(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/asteroid.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,108, 78)
self.velocity = [0, 0]
def update(self):
self.rect.move_ip(dx, dy)
class Ast3(pygame.sprite.Sprite):
def __init__(self,xset,yset):
pygame.sprite.Sprite.__init__(self)
self.x = xset
self.y = yset
self.image = pygame.image.load('sprites/asteroid.png')
#self.image = pygame.Surface((32, 32))
#self.image.fill(WHITE)
#self.rect = self.image.get_rect() # Get rect of some size as 'image'.
self.rect = pygame.Rect(self.x,self.y,108, 78)
self.velocity = [0, 0]
def update(self):
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self.rect.move_ip(ex, ey)
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player = Player(346,206)
css1 = Css(483,262)
css2 = Css(500,400)
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css3 = Css(1582,470)
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sat1 = Sat(550,-100)
sat2 = Sat(600,100)
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sat3 = Sat(1240,120)
goal = Goal(1940,-16)
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bus1 = Bus(600,656)
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bus2 = Bus(1258,320)
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bus3 = Bus(1970,524)
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tc1 = Tc(854,472)
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tc2 = Tc(1164,570)
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tc3 = Tc(1760,680)
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iss1 = Iss(878,140)
iss2 = Iss(1136,-6)
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iss3 = Iss(1742,222)
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ast1 = Ast1(120,200)
ast2 = Ast2(300,100)
ast3 = Ast3(500,150)
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wall1 = Wallh(-100,-200)
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wall2 = Wallh(2150,-200)
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wall3 = Wallv(-200,-200)
wall4 = Wallv(-200,800)
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background = Background('backgrounds/galaxy.png')
#crash = Crash()
#antenna = Antenna()
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running = True
live = True
complete = False
debug = False # This set debug mode
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pygame.mouse.set_visible(False)
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#rect = pygame.Rect((0, 0), (32, 32))
#image = pygame.Surface((32, 32))
#image.fill(WHITE)
start_time = pygame.time.get_ticks()
runtime = 0
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pygame.event.set_grab(True)
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while running:
dt = clock.tick(FPS) / 1000
#screen.fill(BLACK)
datetime.datetime.now()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_n:
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pygame.mixer.music.stop()
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elif event.key == pygame.K_m:
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pygame.mixer.music.play(-1)
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elif event.key == pygame.K_c:
if debug:
#this trigger spaceship crash event
live = False
pygame.mixer.music.stop()
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background = Background('backgrounds/crash.png')
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csfx.play()
elif event.key == pygame.K_r:
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#this restart the game
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player = Player(346,206)
css1 = Css(483,262)
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css2 = Css(500,400)
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css3 = Css(1582,470)
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sat1 = Sat(550,-100)
sat2 = Sat(600,100)
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sat3 = Sat(1240,120)
goal = Goal(1940,-16)
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bus1 = Bus(600,656)
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bus2 = Bus(1258,320)
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bus3 = Bus(1970,524)
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tc1 = Tc(854,472)
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tc2 = Tc(1164,570)
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tc3 = Tc(1760,680)
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iss1 = Iss(878,140)
iss2 = Iss(1136,-6)
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iss3 = Iss(1742,222)
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ast1 = Ast1(120,200)
ast2 = Ast2(300,100)
ast3 = Ast3(500,150)
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wall1 = Wallh(-100,-200)
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wall2 = Wallh(2150,-200)
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wall3 = Wallv(-200,-200)
wall4 = Wallv(-200,800)
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background = Background('backgrounds/galaxy.png')
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live = True
complete = False
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if music:
pygame.mixer.music.play(-1)
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start_time = pygame.time.get_ticks()
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elif event.key == pygame.K_ESCAPE:
quit()
if event.type == pygame.MOUSEMOTION:
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#This control camera
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pygame.mouse.set_pos([400, 240])
ax, ay = event.rel
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bx = ax * 7
by = ay * 7
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cx = ax * 3
cy = ay * 3
dx = ax * 2
dy = ay * 2
ex = ax * 1
ey = ay * 1
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if live:
runtime = pygame.time.get_ticks() - start_time
if (live & debug == False):
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if pygame.sprite.collide_rect(player, wall3):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
elif pygame.sprite.collide_rect(player, wall4):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, wall1):
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live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
elif pygame.sprite.collide_rect(player, wall2):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
elif pygame.sprite.collide_rect(player, css1):
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live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
elif pygame.sprite.collide_rect(player, css2):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, css3):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, sat1):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
elif pygame.sprite.collide_rect(player, sat2):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, sat3):
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live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, bus1):
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live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, bus2):
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live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, tc1):
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live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
elif pygame.sprite.collide_rect(player, tc2):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, iss1):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, iss2):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, iss3):
live = False
pygame.mixer.music.stop()
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background = Background(crashbg)
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csfx.play()
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elif pygame.sprite.collide_rect(player, goal):
live = False
complete = True
pygame.mixer.music.stop()
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background = Background('backgrounds/antenna.png')
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lcfx.play()
player.update()
css1.update()
css2.update()
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css3.update()
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sat1.update()
sat2.update()
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sat3.update()
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goal.update()
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bus1.update()
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bus2.update()
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bus3.update()
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tc1.update()
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tc2.update()
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tc3.update()
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iss1.update()
iss2.update()
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iss3.update()
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ast1.update()
ast2.update()
ast3.update()
wall1.update()
wall2.update()
wall3.update()
wall4.update()
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background.update()
screen.blit(background.image, background.rect)
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if live:
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#screen.blit(background.image, background.rect)
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screen.blit(ast3.image, ast3.rect)
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screen.blit(ast2.image, ast2.rect)
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screen.blit(ast1.image, ast1.rect)
screen.blit(player.image, player.rect)
screen.blit(css1.image, css1.rect)
screen.blit(css2.image, css2.rect)
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screen.blit(css3.image, css3.rect)
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screen.blit(sat1.image, sat1.rect)
screen.blit(sat2.image, sat2.rect)
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screen.blit(sat3.image, sat3.rect)
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screen.blit(goal.image, goal.rect)
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screen.blit(bus1.image, bus1.rect)
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screen.blit(bus2.image, bus2.rect)
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screen.blit(bus3.image, bus3.rect)
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screen.blit(tc1.image, tc1.rect)
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screen.blit(tc2.image, tc2.rect)
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screen.blit(tc3.image, tc3.rect)
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screen.blit(iss1.image, iss1.rect)
screen.blit(iss2.image, iss2.rect)
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screen.blit(iss3.image, iss3.rect)
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screen.blit(wall1.image, wall1.rect)
screen.blit(wall2.image, wall2.rect)
screen.blit(wall3.image, wall3.rect)
screen.blit(wall4.image, wall4.rect)
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elif complete:
playhr = (int(runtime / 3600000))
playmin = (int(runtime / 60000) - (playhr * 60))
playsec = (int(runtime / 1000) - (playmin * 60) - (playhr * 3600))
playmsec = (runtime - (playsec * 1000) - (playmin * 60000) - (playhr * 3600000))
playtime = "%d:%02d:%02d:%03d" % (playhr, playmin, playsec, playmsec)
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#screen.blit(antenna.image, antenna.rect)
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yourtimetext = font.render(str("Your Time"), True, pygame.Color('white'))
screen.blit(yourtimetext, (350, 400))
yourtime = font.render(str(playtime), True, pygame.Color('white'))
screen.blit(yourtime, (350, 440))
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else:
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playhr = (int(runtime / 3600000))
playmin = (int(runtime / 60000) - (playhr * 60))
playsec = (int(runtime / 1000) - (playmin * 60) - (playhr * 3600))
playmsec = (runtime - (playsec * 1000) - (playmin * 60000) - (playhr * 3600000))
playtime = "%d:%02d:%02d:%03d" % (playhr, playmin, playsec, playmsec)
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#screen.blit(crash.image, crash.rect)
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yourtimetext = font.render(str("Your Time"), True, pygame.Color('white'))
screen.blit(yourtimetext, (350, 400))
yourtime = font.render(str(playtime), True, pygame.Color('white'))
screen.blit(yourtime, (350, 440))
rfps = font.render(str(int(clock.get_fps())), True, pygame.Color('white'))
screen.blit(rfps, (50, 50))
if debug:
sysclock = font.render(str(datetime.datetime.utcnow()), True, pygame.Color('white'))
cpuarch = font.render(str(platform.machine()), True, pygame.Color('white'))
playcount = font.render(str(runtime), True, pygame.Color('white'))
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infox = font.render(str(bx), True, pygame.Color('white'))
infoy = font.render(str(by), True, pygame.Color('white'))
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screen.blit(sysclock, (120, 50))
screen.blit(cpuarch, (50, 80))
screen.blit(playcount, (160, 80))
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screen.blit(infox, (50, 110))
screen.blit(infoy, (50, 140))
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pygame.display.update()