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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