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import arcade

# Constants
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
SCREEN_TITLE = "My Game"

# Constants used to scale our sprites from their original size
CHARACTER_SCALING = 0.8
TILE_SCALING = 0.5
COIN_SCALING = 0.7

# Movement speed of player, in pixels per frame
PLAYER_MOVEMENT_SPEED = 5
GRAVITY = 1
PLAYER_JUMP_SPEED = 20

# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
LEFT_VIEWPORT_MARGIN = 250
RIGHT_VIEWPORT_MARGIN = 250
BOTTOM_VIEWPORT_MARGIN = 50
TOP_VIEWPORT_MARGIN = 100


class MyGame(arcade.Window):
"""
Main application class.
"""

def init(self):

# Call the parent class and set up the window
super().init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)

# These are 'lists' that keep track of our sprites. Each sprite should
# go into a list.
self.coin_list = None
self.wall_list = None
self.player_list = None
self.exit_list= None

# Separate variable that holds the player sprite
self.player_sprite = None

# Our physics engine
self.physics_engine = None

# Used to keep track of our scrolling
self.view_bottom = 0
self.view_left = 0

# Keep track of the score
self.score = 0

# Load sounds
self.collect_coin_sound = arcade.load_sound(":resources:sounds/coin1.wav")

arcade.set_background_color(arcade.csscolor.POWDER_BLUE)

def setup(self):
""" Set up the game here. Call this function to restart the game. """

# Used to keep track of our scrolling
self.view_bottom = 0
self.view_left = 0

# Keep track of the score
self.score = 0

# Create the Sprite lists
self.player_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
self.exit_list=arcade.SpriteList()

# Set up the player, specifically placing it at these coordinates.
image_source = ":resources:images/animated_characters/male_adventurer/maleAdventurer_walk1.png"
self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING)
self.player_sprite.center_x = 3
self.player_sprite.center_y = 96
self.player_list.append(self.player_sprite)

exitimage=arcade.Sprite(":resources:images/items/flagGreen1.png")
exitimage.center_x=1280
exitimage.center_y=126
self.exit_list.append(exitimage)

# Create the ground
# This shows using a loop to place multiple sprites horizontally
for x in range(0, 1280,150):
wall = arcade.Sprite(":resources:images/tiles/grassMid.png", TILE_SCALING)
wall.center_x = x
wall.center_y = 32
self.wall_list.append(wall)

# Put some crates on the ground
# This shows using a coordinate list to place sprites


# Use a loop to place some coins for our character to pick up
for x in range(0, 1250, 254):
coin = arcade.Sprite(":resources:images/items/gemBlue.png", COIN_SCALING)
coin.center_x = x
coin.center_y = 80
self.coin_list.append(coin)

# Create the 'physics engine'
self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite,
self.wall_list,
GRAVITY)

def on_draw(self):
""" Render the screen. """

# Clear the screen to the background color
arcade.start_render()

# Draw our sprites
self.wall_list.draw()
self.coin_list.draw()
self.player_list.draw()
self.exit_list.draw()

# Draw our score on the screen, scrolling it with the viewport
score_text = f"Score: {self.score}"
arcade.draw_text(score_text, 10 + self.view_left, 10 + self.view_bottom,
arcade.csscolor.BLUE,18)
πŸ‘4
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """

if key == arcade.key.UP or key == arcade.key.W:
if self.physics_engine.can_jump():
self.player_sprite.change_y = PLAYER_JUMP_SPEED
elif key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED

def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """

if key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = 0
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = 0

def on_update(self, delta_time):
""" Movement and game logic """

# Move the player with the physics engine
self.physics_engine.update()

# See if we hit any coins
coin_hit_list = arcade.check_for_collision_with_list(self.player_sprite,
self.coin_list)

# Loop through each coin we hit (if any) and remove it
for coin in coin_hit_list:
# Remove the coin
coin.remove_from_sprite_lists()
# Play a sound
arcade.play_sound(self.collect_coin_sound)
# Add one to the score
self.score += 1

# --- Manage Scrolling ---

# Track if we need to change the viewport

changed = False

# Scroll left
left_boundary = self.view_left + LEFT_VIEWPORT_MARGIN
if self.player_sprite.left < left_boundary:
self.view_left -= left_boundary - self.player_sprite.left
changed = True

# Scroll right
right_boundary = self.view_left + SCREEN_WIDTH - RIGHT_VIEWPORT_MARGIN
if self.player_sprite.right > right_boundary:
self.view_left += self.player_sprite.right - right_boundary
changed = True

# Scroll up
top_boundary = self.view_bottom + SCREEN_HEIGHT - TOP_VIEWPORT_MARGIN
if self.player_sprite.top > top_boundary:
self.view_bottom += self.player_sprite.top - top_boundary
changed = True

# Scroll down
bottom_boundary = self.view_bottom + BOTTOM_VIEWPORT_MARGIN
if self.player_sprite.bottom < bottom_boundary:
self.view_bottom -= bottom_boundary - self.player_sprite.bottom
changed = True

if changed:
# Only scroll to integers. Otherwise we end up with pixels that
# don't line up on the screen
self.view_bottom = int(self.view_bottom)
self.view_left = int(self.view_left)

# Do the scrolling
arcade.set_viewport(self.view_left,
SCREEN_WIDTH + self.view_left,
self.view_bottom,
SCREEN_HEIGHT + self.view_bottom)


def main():
""" Main method """
window = MyGame()
window.setup()
arcade.run()


if name == "main":
main()
Source code for arcade game creation .
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import re
def vowel(string):
return (re.sub("[aeiouAEIOU]","*",string)) string = "AEIOU" print(vowel(string)) #What is the ouput?
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AEIOU