import pygame
from pygame.locals import *
import random

pygame.init()

# create the window
width = 500
height = 500
screen_size = (width, height)
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption('Car Game')

# colors
gray = (100, 100, 100)
green = (76, 208, 56)
red = (200, 0, 0)
white = (255, 255, 255)
yellow = (255, 232, 0)

# road and marker sizes
road_width = 300
marker_width = 10
marker_height = 50

# lane coordinates
left_lane = 150
center_lane = 250
right_lane = 350
lanes = [left_lane, center_lane, right_lane]

# road and edge markers
road = (100, 0, road_width, height)
left_edge_marker = (95, 0, marker_width, height)
right_edge_marker = (395, 0, marker_width, height)

# for animating movement of the lane markers
lane_marker_move_y = 0

# player's starting coordinates
player_x = 250
player_y = 400

# frame settings
clock = pygame.time.Clock()
fps = 120

# game settings
gameover = False
speed = 2
score = 0

class Vehicle(pygame.sprite.Sprite):

    def __init__(self, image, x, y):
        pygame.sprite.Sprite.__init__(self)

        # scale the image down so it's not wider than the lane
        image_scale = 45 / image.get_rect().width
        new_width = image.get_rect().width * image_scale
        new_height = image.get_rect().height * image_scale
        self.image = pygame.transform.scale(image, (new_width, new_height))

        self.rect = self.image.get_rect()
        self.rect.center = [x, y]

class PlayerVehicle(Vehicle):

    def __init__(self, x, y):
        image = pygame.image.load('images/car.png')
        super().__init__(image, x, y)

# sprite groups
player_group = pygame.sprite.Group()
vehicle_group = pygame.sprite.Group()

# create the player's car
player = PlayerVehicle(player_x, player_y)
player_group.add(player)

# load the vehicle images
image_filenames = ['pickup_truck.png', 'semi_trailer.png', 'taxi.png', 'van.png']
vehicle_images = []
for image_filename in image_filenames:
    image = pygame.image.load('images/' + image_filename)
    vehicle_images.append(image)

# load the crash image
crash = pygame.image.load('images/crash.png')
crash_rect = crash.get_rect()

# game loop
running = True
while running:

    clock.tick(fps)

    for event in pygame.event.get():
        if event.type == QUIT:
            running = False

        # move the player's car using the left/right arrow keys
        if event.type == KEYDOWN:

            if event.key == K_LEFT and player.rect.center[0] > left_lane:
                player.rect.x -= 100
            elif event.key == K_RIGHT and player.rect.center[0] < right_lane:
                player.rect.x += 100

            # check if there's a side swipe collision after changing lanes
            for vehicle in vehicle_group:
                if pygame.sprite.collide_rect(player, vehicle):

                    gameover = True

                    # place the player's car next to other vehicle
                    # and determine where to position the crash image
                    if event.key == K_LEFT:
                        player.rect.left = vehicle.rect.right
                        crash_rect.center = [player.rect.left, (player.rect.center[1] + vehicle.rect.center[1]) / 2]
                    elif event.key == K_RIGHT:
                        player.rect.right = vehicle.rect.left
                        crash_rect.center = [player.rect.right, (player.rect.center[1] + vehicle.rect.center[1]) / 2]


    # draw the grass
    screen.fill(green)

    # draw the road
    pygame.draw.rect(screen, gray, road)

    # draw the edge markers
    pygame.draw.rect(screen, yellow, left_edge_marker)
    pygame.draw.rect(screen, yellow, right_edge_marker)

    # draw the lane markers
    lane_marker_move_y += speed * 2
    if lane_marker_move_y >= marker_height * 2:
        lane_marker_move_y = 0
    for y in range(marker_height * -2, height, marker_height * 2):
        pygame.draw.rect(screen, white, (left_lane + 45, y + lane_marker_move_y, marker_width, marker_height))
        pygame.draw.rect(screen, white, (center_lane + 45, y + lane_marker_move_y, marker_width, marker_height))

    # draw the player's car
    player_group.draw(screen)

    # add a vehicle
    if len(vehicle_group) < 2:

        # ensure there's enough gap between vehicles
        add_vehicle = True
        for vehicle in vehicle_group:
            if vehicle.rect.top < vehicle.rect.height * 1.5:
                add_vehicle = False

        if add_vehicle:

            # select a random lane
            lane = random.choice(lanes)

            # select a random vehicle image
            image = random.choice(vehicle_images)
            vehicle = Vehicle(image, lane, height / -2)
            vehicle_group.add(vehicle)

    # make the vehicles move
    for vehicle in vehicle_group:
        vehicle.rect.y += speed

        # remove vehicle once it goes off screen
        if vehicle.rect.top >= height:
            vehicle.kill()

            # add to score
            score += 1

            # speed up the game after passing 5 vehicles
            if score > 0 and score % 5 == 0:
                speed += 1

    # draw the vehicles
    vehicle_group.draw(screen)

    # display the score
    font = pygame.font.Font(pygame.font.get_default_font(), 16)
    text = font.render('Score: ' + str(score), True, white)
    text_rect = text.get_rect()
    text_rect.center = (50, 400)
    screen.blit(text, text_rect)

    # check if there's a head on collision
    if pygame.sprite.spritecollide(player, vehicle_group, True):
        gameover = True
        crash_rect.center = [player.rect.center[0], player.rect.top]

    # display game over
    if gameover:
        screen.blit(crash, crash_rect)

        pygame.draw.rect(screen, red, (0, 50, width, 100))

        font = pygame.font.Font(pygame.font.get_default_font(), 16)
        text = font.render('Game over. Play again? (Enter Y or N)', True, white)
        text_rect = text.get_rect()
        text_rect.center = (width / 2, 100)
        screen.blit(text, text_rect)

    pygame.display.update()

    # wait for user's input to play again or exit
    while gameover:

        clock.tick(fps)

        for event in pygame.event.get():

            if event.type == QUIT:
                gameover = False
                running = False

            # get the user's input (y or n)
            if event.type == KEYDOWN:
                if event.key == K_y:
                    # reset the game
                    gameover = False
                    speed = 2
                    score = 0
                    vehicle_group.empty()
                    player.rect.center = [player_x, player_y]
                elif event.key == K_n:
                    # exit the loops
                    gameover = False
                    running = False

pygame.quit() 

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Python is a very popular general-purpose programming language which was created by Guido van Rossum, and released in 1991. It is very popular for web development and you can build almost anything like mobile apps, web apps, tools, data analytics, machine learning etc. It is designed to be simple and easy like english language. It's is highly productive and efficient making it a very popular language.

Tutorial & Syntax help

Loops

1. If-Else:

When ever you want to perform a set of operations based on a condition IF-ELSE is used.

if conditional-expression
    #code
elif conditional-expression
    #code
else:
    #code

Note:

Indentation is very important in Python, make sure the indentation is followed correctly

2. For:

For loop is used to iterate over arrays(list, tuple, set, dictionary) or strings.

Example:

mylist=("Iphone","Pixel","Samsung")
for i in mylist:
    print(i)

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While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while condition  
    #code 

Collections

There are four types of collections in Python.

1. List:

List is a collection which is ordered and can be changed. Lists are specified in square brackets.

Example:

mylist=["iPhone","Pixel","Samsung"]
print(mylist)

2. Tuple:

Tuple is a collection which is ordered and can not be changed. Tuples are specified in round brackets.

Example:

myTuple=("iPhone","Pixel","Samsung")
print(myTuple)

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print(myTuple)
myTuple[1]="onePlus"
print(myTuple)

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Set is a collection which is unordered and unindexed. Sets are specified in curly brackets.

Example:

myset = {"iPhone","Pixel","Samsung"}
print(myset)

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Dictionary is a collection of key value pairs which is unordered, can be changed, and indexed. They are written in curly brackets with key - value pairs.

Example:

mydict = {
    "brand" :"iPhone",
    "model": "iPhone 11"
}
print(mydict)

Supported Libraries

Following are the libraries supported by OneCompiler's Python compiler

NameDescription
NumPyNumPy python library helps users to work on arrays with ease
SciPySciPy is a scientific computation library which depends on NumPy for convenient and fast N-dimensional array manipulation
SKLearn/Scikit-learnScikit-learn or Scikit-learn is the most useful library for machine learning in Python
PandasPandas is the most efficient Python library for data manipulation and analysis
DOcplexDOcplex is IBM Decision Optimization CPLEX Modeling for Python, is a library composed of Mathematical Programming Modeling and Constraint Programming Modeling