# Spawn coins (more frequent than obstacles) if frame % random.randint(25, 45) == 0: track = random.randint(0, 2) coins.append(Coin(track, WIDTH))
def draw(self, surf): pygame.draw.circle(surf, YELLOW, (self.rect.centerx, self.rect.centery), COIN_SIZE//2) pygame.draw.circle(surf, BLACK, (self.rect.centerx, self.rect.centery), COIN_SIZE//2, 2)
# Update obstacles for obs in obstacles[:]: obs.update(speed) if obs.off_screen(): obstacles.remove(obs) # Collision detection if player.rect.colliderect(obs.rect) and player.track == obs.track: running = game_over_screen(score, total_coins) if running: # Reset game player = Player() obstacles.clear() coins.clear() score = 0 total_coins = 0 speed = base_speed frame = 0 else: return Subway Surfers For Linux
# Increase difficulty if frame % 600 == 0: # every ~10 seconds at 60fps speed += 1
# Draw everything screen.fill(WHITE)
def show_coins(coins, surf): text = font.render(f"Coins: coins", True, YELLOW) surf.blit(text, (WIDTH - 150, 10))
def game_over_screen(final_score, final_coins): screen.fill(WHITE) game_over_text = font.render("GAME OVER", True, RED) score_text = font.render(f"Score: final_score", True, BLACK) coin_text = font.render(f"Coins: final_coins", True, YELLOW) restart_text = font.render("Press R to restart or Q to quit", True, BLACK) # Spawn coins (more frequent than obstacles) if
def move_down(self): if self.track < TRACK_COUNT - 1: self.track += 1 self.update_rect()
def update(self, speed): self.x -= speed self.rect.x = self.x 45) == 0: track = random.randint(0
def move_up(self): if self.track > 0: self.track -= 1 self.update_rect()
for obs in obstacles: obs.draw(screen) for coin in coins: coin.draw(screen) player.draw(screen)
# Spawn coins (more frequent than obstacles) if frame % random.randint(25, 45) == 0: track = random.randint(0, 2) coins.append(Coin(track, WIDTH))
def draw(self, surf): pygame.draw.circle(surf, YELLOW, (self.rect.centerx, self.rect.centery), COIN_SIZE//2) pygame.draw.circle(surf, BLACK, (self.rect.centerx, self.rect.centery), COIN_SIZE//2, 2)
# Update obstacles for obs in obstacles[:]: obs.update(speed) if obs.off_screen(): obstacles.remove(obs) # Collision detection if player.rect.colliderect(obs.rect) and player.track == obs.track: running = game_over_screen(score, total_coins) if running: # Reset game player = Player() obstacles.clear() coins.clear() score = 0 total_coins = 0 speed = base_speed frame = 0 else: return
# Increase difficulty if frame % 600 == 0: # every ~10 seconds at 60fps speed += 1
# Draw everything screen.fill(WHITE)
def show_coins(coins, surf): text = font.render(f"Coins: coins", True, YELLOW) surf.blit(text, (WIDTH - 150, 10))
def game_over_screen(final_score, final_coins): screen.fill(WHITE) game_over_text = font.render("GAME OVER", True, RED) score_text = font.render(f"Score: final_score", True, BLACK) coin_text = font.render(f"Coins: final_coins", True, YELLOW) restart_text = font.render("Press R to restart or Q to quit", True, BLACK)
def move_down(self): if self.track < TRACK_COUNT - 1: self.track += 1 self.update_rect()
def update(self, speed): self.x -= speed self.rect.x = self.x
def move_up(self): if self.track > 0: self.track -= 1 self.update_rect()
for obs in obstacles: obs.draw(screen) for coin in coins: coin.draw(screen) player.draw(screen)