import random stage.set_background("space") sprite = codesters.Sprite("shark") speed = 1 gap_height = 150 time_btwn_blocks = 4./speed sprite.flip_right_left() sprite.set_size(0.4) sprite.set_x(-200) stage.set_gravity(1) stage.set_bounce(0) stage.disable_all_walls() def space(): sprite.jump(1) stage.event_space_key(space) def make_blocks(): # sprite = codesters.Rectangle(x, y, width, height, "color") y = random.randint(-250,-150) block = codesters.Rectangle(250, y, 100, 300, "green") block.set_gravity_off() block.set_x_speed(-speed) block.collision_hazard_on() y2 = y + 150 + gap_height + 150 block2 = codesters.Rectangle(250, y2, 100, 300, "green") block2.set_gravity_off() block2.set_x_speed(-speed) block2.collision_hazard_on() dead = False counter = -2 text = codesters.Text(counter, 300, 300, None) def interval(): global counter global text global dead if dead == False: make_blocks() counter += 1 text.go_to(300,300) if counter > 0: text = codesters.Text(counter, 200, 200, "yellow") stage.event_interval(interval, time_btwn_blocks) def collision_hazard(): global dead sprite.collision_off() dead = True sprite.turn_left(450) sprite.set_position(400,400) dead_text = codesters.Text("You Died!!", 0, 0, "yellow") dead_text.set_size(3) sprite.event_collision_hazard(collision_hazard)
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