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nami_runner.py
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nami_runner.py
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import pygame
import random
from sys import exit
import json
from tkinter import DoubleVar, Tk, Label, Frame, IntVar, simpledialog, messagebox
from tkinter.ttk import Entry, Button, Radiobutton, Scale
import operator
from pathlib import Path
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.stand = pygame.image.load(str(Path(__file__).parent / "graphics/nami_stand.png")).convert_alpha()
layer_walk_1 = pygame.image.load(str(Path(__file__).parent / "graphics/nami_passo1.png")).convert_alpha()
layer_walk_2 = pygame.image.load(str(Path(__file__).parent / "graphics/nami_passo2.png")).convert_alpha()
self.walk = [layer_walk_1, layer_walk_2]
self.index = 0
self.image = self.walk[self.index]
self.rect = self.image.get_rect(midbottom = (400,300))
self.gravity = 0
self.jump = pygame.image.load(str(Path(__file__).parent / "graphics/nami_pulo.png")).convert_alpha()
self.jump_sound = pygame.mixer.Sound(str(Path(__file__).parent / 'audio/jump.mp3'))
self.jump_sound.set_volume(0.1)
def player_input(self):
keys = pygame.key.get_pressed()
if (keys[pygame.K_SPACE] or keys[pygame.K_UP] or keys[pygame.K_w] or (joysticks and (joysticks[0].get_button(0) or joysticks[0].get_hat(0)[1] > 0)))and self.rect.bottom >= 300:
self.gravity = -20
self.jump_sound.play()
if (keys[pygame.K_LEFT] or keys[pygame.K_a] or (joysticks and joysticks[0].get_axis(0) < -0.2) or (joysticks and joysticks[0].get_hat(0)[0] < 0)) and self.rect.left > 0:
self.rect.x += -7
if (keys[pygame.K_RIGHT] or keys[pygame.K_d] or (joysticks and joysticks[0].get_axis(0) > 0.2) or (joysticks and joysticks[0].get_hat(0)[0] > 0)) and self.rect.right < 800:
self.rect.x += 7
def apply_gravity(self):
self.gravity += 1
self.rect.y += self.gravity
if self.rect.bottom > 300:
self.rect.bottom = 300
def animation_state(self):
if self.rect.bottom < 300:
self.image = self.jump
else:
self.index += 0.1
if self.index > len(self.walk): self.index = 0
self.image = self.walk[int(self.index)]
def update(self):
self.player_input()
self.apply_gravity()
self.animation_state()
class Obstacle(pygame.sprite.Sprite):
def __init__(self, type):
# Type == True: Snail
# Type == False: Fly
super().__init__()
self.type = type
if type:
snail_1 = pygame.image.load(str(Path(__file__).parent / "graphics/bombie.png")).convert_alpha()
snail_2 = pygame.image.load(str(Path(__file__).parent / "graphics/bombie2.png")).convert_alpha()
self.frames = [snail_1, snail_2]
self.y_pos_baseline = 300
y_pos = self.y_pos_baseline
self.special = [not bool(random.randint(0,6))] #0: vermelho >=1: normal
if self.special[0]: self.special.append(random.randint(450, 650))
else:
fly_1 = pygame.image.load(str(Path(__file__).parent / 'graphics/miney.png')).convert_alpha()
fly_2 = pygame.image.load(str(Path(__file__).parent / 'graphics/miney2.png')).convert_alpha()
fly_3 = pygame.image.load(str(Path(__file__).parent / 'graphics/miney3.png')).convert_alpha()
fly_4 = pygame.image.load(str(Path(__file__).parent / 'graphics/miney4.png')).convert_alpha()
self.frames = [fly_1, fly_2, fly_3, fly_4]
self.y_pos_baseline = 201
self.special = [random.randint(0,6)] #0: black 1: fast >=2: normal
if self.special[0] <= 2:
self.special.append(random.randint(550, 700))
if self.special[0] == 0:
self.release_time = 100
y_pos = self.y_pos_baseline - random.randint(-15, 50)
self.up_down = random.choice([1, -1])
self.animation_index = 0
self.image = self.frames[self.animation_index]
self.rect = self.image.get_rect(bottomright=(random.randint(800, 1500), y_pos))
# self.rect = self.image.get_rect(bottomright=(random.randint(900, 1300), y_pos))
def animation_state(self):
if self.type:
if self.special[0]:
self.image=self.frames[1]
return
if self.special[0] == 1:
self.image=self.frames[2]
return
if self.special[0] == 0:
if self.rect.x < self.special[1] and self.release_time > 0:
self.release_time -=1
self.animation_index += 0.1
if self.release_time <= 0:
self.image = self.frames[3]
return
if int(self.animation_index) >= 2:
self.animation_index = 0
self.image = self.frames[int(self.animation_index)]
def update(self):
self.animation_state()
current_vel = obstacle_vel if obstacle_vel < obstacle_max_vel else obstacle_max_vel
if self.type and self.special[0] and self.rect.x < self.special[1]:
current_vel *= 2.1
if not self.type and self.special[0] == 1:
current_vel *= 1.4
if not self.type:
if self.special[0] == 0:
if self.rect.x < self.special[1]:
current_vel = 0
if self.release_time <= 0:
current_vel = obstacle_vel if obstacle_vel < obstacle_max_vel else obstacle_max_vel
self.up_down = 0
current_vel *= 2
self.rect.x -= current_vel
if self.type:
pass
else:
if self.rect.y > self.y_pos_baseline + 30 or self.rect.y < self.y_pos_baseline - 100:
self.up_down *= -1
self.rect.y += (self.up_down * (current_vel/4))
self.destroy()
def destroy(self):
if self.rect.right < 0:
count_jump()
self.kill()
def speed_up():
global obstacle_vel
obstacle_vel += obstacle_acel
def display_score():
current_time = pygame.time.get_ticks() - start_time
score_surf = second_font.render(f'{current_time/1000:0.1f}', True, third_color)
score_rect = score_surf.get_rect(center = (400, 50))
screen.blit(score_surf, score_rect)
def display_jumps():
jumps_surf = count_font.render(f'{jumps}', True, third_color)
jumps_rect = jumps_surf.get_rect(midright = (725, 50))
screen.blit(jumps_surf, jumps_rect)
difficulty_surf = count_font.render(f'{difficulty.upper()}', True, third_color)
difficulty_rect = difficulty_surf.get_rect(midleft = (50, 50))
screen.blit(difficulty_surf, difficulty_rect)
def count_jump():
global jumps
jumps += 1
def collision_sprites():
if pygame.sprite.spritecollide(player.sprite, obstacle_group, False, pygame.sprite.collide_mask):
return True
return False
def show_highscore_list(diff):
return[f'{score[0]/1000:0.1f} {score[1].lower()[:10]}'for score in gamedata["highscore"][diff] if score[0]][:5]
def settings():
def update_entries():
entry_obstacle_start_vel.delete(0, 'end')
entry_obstacle_acel.delete(0, 'end')
entry_obstacle_max_vel.delete(0, 'end')
entry_nome.delete(0, 'end')
entry_obstacle_start_vel.insert(0, obstacle_start_vel)
entry_obstacle_acel.insert(0, obstacle_acel)
entry_obstacle_max_vel.insert(0, obstacle_max_vel)
entry_nome.insert(0, player_name)
def update_difficulty():
var_difficulty.set(difficulty_name.index(difficulty))
def set_settings():
global obstacle_start_vel, obstacle_acel, obstacle_max_vel
try:
obstacle_start_vel = int(entry_obstacle_start_vel.get())
obstacle_acel = float(entry_obstacle_acel.get())
obstacle_max_vel = int(entry_obstacle_max_vel.get())
except ValueError:
messagebox.showerror(title='Parâmetros Inválidos', message='Parâmetros Inválidos! Os Parâmetros não foram atualizados.')
update_entries()
return
gamedata['datasettings']['obstacle_start_vel'] = obstacle_start_vel
gamedata['datasettings']['obstacle_acel'] = obstacle_acel
gamedata['datasettings']['obstacle_max_vel'] = obstacle_max_vel
update_entries()
messagebox.showinfo(title='Parâmetros', message='Os Parâmetros foram atualizados!')
def reset():
global obstacle_start_vel, obstacle_acel, obstacle_max_vel, difficulty
obstacle_acel = 0.002
obstacle_start_vel = 4
obstacle_max_vel = 16
difficulty = "normal"
gamedata['datasettings']['obstacle_start_vel'] = obstacle_start_vel
gamedata['datasettings']['obstacle_acel'] = obstacle_acel
gamedata['datasettings']['obstacle_max_vel'] = obstacle_max_vel
gamedata['difficulty'] = difficulty
update_entries()
update_difficulty()
messagebox.showinfo(title='Parâmetros', message='Os Parâmetros foram resetados!')
def reset_highscore():
global gamedata
gamedata['highscore'] = {'easy': [[0, '']],
'normal': [[0, '']],
'hard': [[0, '']]}
messagebox.showinfo(title='Highscore', message='Highscores resetados!')
def selectsong():
global current_song, bgMusic
if var.get() >= len(bgMusic):
pygame.mixer.stop()
gamedata['music'] = len(bgMusic)
else:
pygame.mixer.stop()
current_song
current_song=pygame.mixer.Sound(bgMusic[var.get()])
current_song.play(-1)
current_song.set_volume(slider_value.get())
gamedata['music'] = var.get()
def change_volume(volume):
if var.get() >= len(bgMusic): return 0
current_song.set_volume(float(volume))
gamedata["volume"] = volume
def change_difficulty():
global difficulty
difficulty = difficulty_name[int(var_difficulty.get())]
gamedata["difficulty"] = difficulty
def change_name():
global player_name, gamedata
player_name = entry_nome.get()
gamedata["name"] = player_name
update_entries()
messagebox.showinfo(title='Nome', message=f'Nome alterado para {player_name}!')
janela = Tk()
janela.title('Settings')
janela.iconbitmap(str(Path(__file__).parent / "graphics/setts_icon.ico"))
frame_nome = Frame(janela, bd=15)
label_nome = Label(frame_nome, text=" Alterar Nome:")
entry_nome = Entry(frame_nome)
button_nome = Button(frame_nome, text="Inserir Nome", command=change_name)
frame_nome.pack()
label_nome.pack(padx=5, pady=5)
entry_nome.pack(padx=5, pady=5)
button_nome.pack(padx=5, pady=5)
framevel = Frame(janela, bd=15)
framevel.pack()
label_vel_title = Label(framevel, text='Velocidade dos Obstáculos:')
label_obstacle_start_vel = Label(framevel, text='Velocidade Inicial:')
entry_obstacle_start_vel = Entry(framevel)
label_obstacle_acel = Label(framevel, text='Aceleração:')
entry_obstacle_acel = Entry(framevel)
label_obstacle_max_vel = Label(framevel, text='Velocidade Máxima:')
entry_obstacle_max_vel = Entry(framevel)
button_confirm = Button(framevel, text='Inserir valores', command= set_settings)
label_vel_title.grid(row=0,column=0, columnspan=2, padx=5, pady=5)
label_obstacle_start_vel.grid(row=1,column=0, padx=5, pady=5)
entry_obstacle_start_vel.grid(row=1,column=1, padx=5, pady=5)
label_obstacle_acel.grid(row=2,column=0, padx=5, pady=5)
entry_obstacle_acel.grid(row=2,column=1, padx=5, pady=5)
label_obstacle_max_vel.grid(row=3,column=0, padx=5, pady=5)
entry_obstacle_max_vel.grid(row=3,column=1, padx=5, pady=5)
button_confirm.grid(row=4, column=0, columnspan=2, padx=5, pady=5)
update_entries()
frame_difficulty = Frame(janela)
frame_difficulty.pack()
label_difficulty = Label(frame_difficulty, text='Dificuldade: ')
var_difficulty = IntVar()
difficulty_button1 = Radiobutton(frame_difficulty, text='Easy', variable=var_difficulty, value=0, command=change_difficulty)
difficulty_button2 = Radiobutton(frame_difficulty, text='Normal', variable=var_difficulty, value=1, command=change_difficulty)
difficulty_button3 = Radiobutton(frame_difficulty, text='Hard', variable=var_difficulty, value=2, command=change_difficulty)
var_difficulty.set(difficulty_name.index(difficulty))
label_difficulty.pack(side='left')
difficulty_button1.pack(side='left')
difficulty_button2.pack(side='left')
difficulty_button3.pack(side='left')
frameoptions = Frame(janela, bd=15)
frameoptions.pack()
button_reset = Button(frameoptions, text='Resetar opções aos padrões', command= reset)
button_reset_highscore = Button(frameoptions, text='Resetar Highscore', command= reset_highscore)
button_reset.grid(row=0, column=0, padx=5, pady=5)
button_reset_highscore.grid(row=1, column=0, padx=5, pady=5)
framesongs = Frame(janela, bd=15)
framesongs.pack()
songstitle = Label(framesongs, text='Selecione a música')
songstitle.pack()
var = IntVar()
songbutton1 = Radiobutton(framesongs, text='Street Race at Dawn', variable=var, value=0, command=selectsong)
songbutton2 = Radiobutton(framesongs, text='Dew Gathering', variable=var, value=1, command=selectsong)
songbutton3 = Radiobutton(framesongs, text='Cryptic Puzzle', variable=var, value=2, command=selectsong)
songbutton4 = Radiobutton(framesongs, text="None", variable=var, value=3, command=selectsong)
var.set(gamedata['music'])
songbutton1.pack(anchor='w')
songbutton2.pack(anchor='w')
songbutton3.pack(anchor='w')
songbutton4.pack(anchor='w')
slider_value = DoubleVar()
slider_value.set(gamedata["volume"])
volumelabel = Label(framesongs, text='Volume', pady=10)
volume = Scale(framesongs, from_=0, to=1, orient='horizontal', variable=slider_value, command=change_volume)
volumelabel.pack()
volume.pack()
janela.mainloop()
pygame.init()
pygame.joystick.init()
joysticks = []
screen = pygame.display.set_mode((800,400))
pygame.display.set_caption('Nami Runner')
icon_path = random.choice(['miney.png', 'bombie.png'])
icon = pygame.image.load(str(Path(__file__).parent / 'graphics' / icon_path))
pygame.display.set_icon(icon)
clock = pygame.time.Clock()
fonte1 = str(Path(__file__).parent / 'font/Poppins-SemiBold.ttf')
fonte2 = str(Path(__file__).parent / 'font/Poppins-Light.ttf')
main_font = pygame.font.Font(fonte1, 60)
second_font = pygame.font.Font(fonte2, 50)
third_font = pygame.font.Font(fonte1, 45)
count_font = pygame.font.Font(fonte2, 35)
main_color = (230, 126, 163)
second_color = (254, 254, 254)
third_color = (200, 254, 254)
highscore_title_font = pygame.font.Font(fonte1, 50)
highscore_diff_titles_font = pygame.font.Font(fonte2, 40)
highscore_results_font = pygame.font.Font(fonte2, 30)
player_name_font = highscore_results_font = pygame.font.Font(fonte2, 20)
setts = pygame.image.load(str(Path(__file__).parent / 'graphics/setts.png')).convert_alpha()
setts_rect = setts.get_rect(topleft=(715, 320))
arrow = pygame.image.load(str(Path(__file__).parent / 'graphics/arrow.png')).convert_alpha()
arrow_rect = arrow.get_rect(bottomright=(85, 80))
highscore_icon = pygame.image.load(str(Path(__file__).parent / 'graphics/highscore.png')).convert_alpha()
highscore_icon_rect = highscore_icon.get_rect(topright=(85, 320))
game_active = False
start_time = 0
restart = False
gamedata = {'highscore':{'easy': [[0, '']],
'normal': [[0, '']],
'hard': [[0, '']]},
'datasettings':{
'obstacle_start_vel': 4,
'obstacle_acel': 0.002,
'obstacle_max_vel': 16},
'music': 1,
'volume': 0.3,
'difficulty': "normal",
'name': ''
}
songslist = [str(Path(__file__).parent / 'audio/Street Race at Dawn.mp3'),
str(Path(__file__).parent / 'audio/Dew Gathering.mp3'),
str(Path(__file__).parent / 'audio/Cryptic Puzzle.mp3')]
#Groups
player = pygame.sprite.GroupSingle()
obstacle_group = pygame.sprite.Group()
sky_surf = pygame.image.load(str(Path(__file__).parent / 'graphics/Sky.png')).convert()
ground_surf = pygame.image.load(str(Path(__file__).parent / 'graphics/ground_move.png')).convert()
ground_surf2 = pygame.image.load(str(Path(__file__).parent / 'graphics/ground_move.png')).convert()
ground_cord = 0
jumps = 0
just_start = True
in_highscore = False
odd_enemy = 2
if not Path(Path(__file__).parent / 'gamedata.json').exists():
with open('gamedata.json', 'w') as hs_file:
json.dump(gamedata, hs_file, indent=4)
with open(Path(Path(__file__).parent / 'gamedata.json'), 'r') as hs_file:
gamedata = json.load(hs_file)
player_name = gamedata["name"]
if not player_name:
player_name = simpledialog.askstring('Nome', '\tDigite o seu nome (Até 10 caracteres)\t')
if not player_name: player_name = ''
gamedata["name"] = player_name
obstacle_start_vel = gamedata['datasettings']['obstacle_start_vel']
obstacle_acel = gamedata['datasettings']['obstacle_acel']
obstacle_max_vel = gamedata['datasettings']['obstacle_max_vel']
difficulty = gamedata['difficulty']
difficulty_name = ['easy', 'normal', 'hard']
bgMusic = [path for path in songslist if path]
if gamedata['music'] < len(bgMusic):
current_song=pygame.mixer.Sound(bgMusic[gamedata['music']])
current_song.play(-1)
current_song.set_volume(float(gamedata['volume']))
else:
current_song = None
#Timer
start_tick = 2000
obstacle_timer = pygame.USEREVENT + 1
pygame.time.set_timer(obstacle_timer, start_tick)
pygame.key.set_repeat(2)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
with open('gamedata.json', 'w') as hs_file:
json.dump(gamedata, hs_file, indent=4)
pygame.quit()
exit()
if event.type == pygame.JOYDEVICEADDED:
joy = pygame.joystick.Joystick(event.device_index)
joysticks.clear()
joysticks.append(joy)
if not in_highscore and not game_active and ((event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN) or (joysticks and joysticks[0].get_button(7))):
start_time = pygame.time.get_ticks()
game_active = True
# if (event.type == pygame.KEYDOWN and event.key == pygame.K_x):
# restart = True
if game_active and event.type == obstacle_timer and pygame.time.get_ticks() - 1000 > start_time:
# Type == True: Snail
# Type == False: Fly
obstacle_group.add(Obstacle(enemy_value:= random.randint(0, odd_enemy)))
if difficulty_name.index(difficulty) > 0:
if enemy_value: obstacle_group.add(Obstacle(enemy_value:= random.randint(0,odd_enemy)))
else: obstacle_group.add(Obstacle(1))
if difficulty_name.index(difficulty) > 1:
obstacle_group.add(Obstacle(enemy_value:= random.randint(0,odd_enemy)))
if obstacle_vel < 24: pygame.time.set_timer(obstacle_timer, start_tick - int(obstacle_vel) * 70)
else: pygame.time.set_timer(obstacle_timer, start_tick - 24 * 70)
if game_active and not in_highscore:
speed_up()
if ground_cord < -800: ground_cord=0
screen.blit(sky_surf, (0,0))
screen.blit(ground_surf, (ground_cord, 300))
screen.blit(ground_surf2, (ground_cord + 800, 300))
ground_cord -= obstacle_vel * 0.8
display_score()
display_jumps()
player.draw(screen)
player.update()
obstacle_group.draw(screen)
obstacle_group.update()
if collision_sprites():
restart = False
ground_cord=0
game_active = False
current_score = pygame.time.get_ticks() - start_time
current_difficulty = difficulty
gamedata['highscore'][difficulty].append([current_score, player_name])
gamedata['highscore'][difficulty] = sorted(gamedata['highscore'][difficulty], key=operator.itemgetter(0), reverse=True)
jumps = 0
obstacle_group.empty()
player.empty()
obstacle_vel = obstacle_start_vel
just_start = False
else:
if in_highscore:
screen.fill(main_color)
highscore_title_surf = highscore_title_font.render('HIGHSCORES', True, second_color)
highscore_title_rect = highscore_title_surf.get_rect(center = (400, 50))
easy_surf = highscore_diff_titles_font.render('EASY', True, second_color)
easy_rect = easy_surf.get_rect(center = (150, 120))
normal_surf = highscore_diff_titles_font.render('NORMAL', True, second_color)
normal_rect = normal_surf.get_rect(center = (400, 120))
hard_surf = highscore_diff_titles_font.render('HARD', True, second_color)
hard_rect = hard_surf.get_rect(center = (650, 120))
cord = 190
for result in show_highscore_list("easy"):
easy_result_surf = highscore_results_font.render(result, True, second_color)
easy_result_rect = easy_result_surf.get_rect(center = (150, cord))
screen.blit(easy_result_surf, easy_result_rect)
cord += 40
cord = 190
for result in show_highscore_list("normal"):
normal_result_surf = highscore_results_font.render(result, True, second_color)
normal_result_rect = normal_result_surf.get_rect(center = (400, cord))
screen.blit(normal_result_surf, normal_result_rect)
cord += 40
cord = 190
for result in show_highscore_list("hard"):
hard_result_surf = highscore_results_font.render(result, True, second_color)
hard_result_rect = hard_result_surf.get_rect(center = (650, cord))
screen.blit(hard_result_surf, hard_result_rect)
cord += 40
screen.blit(arrow, arrow_rect)
screen.blit(highscore_title_surf, highscore_title_rect)
screen.blit(easy_surf, easy_rect)
screen.blit(normal_surf, normal_rect)
screen.blit(hard_surf, hard_rect)
if arrow_rect.collidepoint(pygame.mouse.get_pos()) and pygame.mouse.get_pressed()[0]:
in_highscore = False
else:
player.add(Player())
if just_start:
screen.fill(main_color)
screen.blit(pygame.image.load(str(Path(__file__).parent / "graphics/nami_stand.png")).convert_alpha(), (381,217))
player_name_surf = player_name_font.render(f'{player_name[:10].lower()}', True, second_color)
player_name_rect = player_name_surf.get_rect(midright = (785, 27))
screen.blit(player_name_surf, player_name_rect)
start_surf = main_font.render('PRESS ENTER TO START', True, second_color)
start_rect = start_surf.get_rect(center = (400, 150))
screen.blit(start_surf, start_rect)
screen.blit(setts, setts_rect)
if setts_rect.collidepoint(pygame.mouse.get_pos()) and pygame.mouse.get_pressed()[0]:
settings()
screen.blit(highscore_icon, highscore_icon_rect)
if highscore_icon_rect.collidepoint(pygame.mouse.get_pos()) and pygame.mouse.get_pressed()[0]:
in_highscore = True
else:
screen.fill(main_color)
if gamedata["highscore"][current_difficulty][0][0] == current_score: newrecord = '!!!'
else: newrecord = ''
player_name_surf = player_name_font.render(f'{player_name[:10].lower()}', True, second_color)
player_name_rect = player_name_surf.get_rect(midright = (785, 27))
screen.blit(player_name_surf, player_name_rect)
yourscore_surf = main_font.render(f'YOUR SCORE: {current_score/1000:0.1f} {newrecord}', True, second_color)
yourscore_rect = yourscore_surf.get_rect(center = (400, 125))
highscore_surf1 = third_font.render('HIGHSCORE:', True, second_color)
highscore_surf2 = third_font.render(
f'{current_difficulty.upper()} {gamedata["highscore"][current_difficulty][0][0]/1000:0.1f} {gamedata['highscore'][current_difficulty][0][1].upper()[:10]}' if gamedata['highscore'][current_difficulty][0][0] else '',
True, second_color)
highscore_rect1 = highscore_surf1.get_rect(center = (400, 225))
highscore_rect2 = highscore_surf2.get_rect(center = (400, 275))
screen.blit(highscore_surf1, highscore_rect1)
screen.blit(highscore_surf2, highscore_rect2)
screen.blit(yourscore_surf, yourscore_rect)
screen.blit(setts, setts_rect)
if setts_rect.collidepoint(pygame.mouse.get_pos()) and pygame.mouse.get_pressed()[0]:
settings()
screen.blit(highscore_icon, highscore_icon_rect)
if highscore_icon_rect.collidepoint(pygame.mouse.get_pos()) and pygame.mouse.get_pressed()[0]:
in_highscore = True
obstacle_vel = obstacle_start_vel
pygame.display.update()
clock.tick(60)