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Added score counter
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@ -1,7 +1,6 @@
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# Author - Kristiāns Francis Cagulis
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# Author - Kristiāns Francis Cagulis
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# Date - 06.03.2022
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# Date - 06.03.2022
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# Title - Space invaders
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# Title - Space invaders
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# TODO: Add score system
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# TODO: Add enemy movement in groups
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# TODO: Add enemy movement in groups
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import pygame
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import pygame
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@ -40,7 +39,6 @@ RED = (188, 2, 5)
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class Missile:
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class Missile:
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def __init__(self, x: int, y: int, img) -> None:
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def __init__(self, x: int, y: int, img) -> None:
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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@ -56,8 +54,8 @@ class Missile:
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def off_screen(self, height: int) -> bool:
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def off_screen(self, height: int) -> bool:
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return not (self.y <= height and self.y >= 0)
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return not (self.y <= height and self.y >= 0)
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def collision(self, object) -> bool:
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def collision(self, obj) -> bool:
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return collide(self, object)
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return collide(self, obj)
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class Ship:
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class Ship:
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@ -77,14 +75,14 @@ class Ship:
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for missile in self.missiles:
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for missile in self.missiles:
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missile.draw(WINDOW)
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missile.draw(WINDOW)
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def move_missiles(self, velocity: int, object) -> None:
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def move_missiles(self, velocity: int, obj) -> None:
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self.cooldown()
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self.cooldown()
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for missile in self.missiles:
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for missile in self.missiles:
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missile.move(velocity)
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missile.move(velocity)
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if missile.off_screen(HEIGHT):
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if missile.off_screen(HEIGHT):
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self.missiles.remove(missile)
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self.missiles.remove(missile)
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elif missile.collision(object):
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elif missile.collision(obj):
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object.lives -= 1
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obj.lives -= 1
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self.missiles.remove(missile)
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self.missiles.remove(missile)
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def cooldown(self) -> None:
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def cooldown(self) -> None:
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@ -107,24 +105,26 @@ class Ship:
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class Player(Ship):
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class Player(Ship):
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def __init__(self, x: int, y: int, lives: int = 5) -> None:
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def __init__(self, x: int, y: int, lives: int = 5) -> None:
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super().__init__(x, y, lives)
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super().__init__(x, y, lives)
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self.ship_img = SPACESHIP
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self.ship_img = SPACESHIP
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self.missile_img = PLAYER_MISSILE
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self.missile_img = PLAYER_MISSILE
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self.mask = pygame.mask.from_surface(self.ship_img)
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self.mask = pygame.mask.from_surface(self.ship_img)
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self.max_lives = lives
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self.max_lives = lives
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self.score = 100
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def move_missiles(self, velocity: int, objects: list) -> None:
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def move_missiles(self, velocity: int, objs: list) -> None:
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self.cooldown()
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self.cooldown()
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for missile in self.missiles:
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for missile in self.missiles:
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missile.move(velocity)
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missile.move(velocity)
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if missile.off_screen(HEIGHT):
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if missile.off_screen(HEIGHT):
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self.missiles.remove(missile)
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self.missiles.remove(missile)
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self.score -= 10
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else:
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else:
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for object in objects:
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for obj in objs:
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if missile.collision(object):
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if missile.collision(obj):
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objects.remove(object)
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objs.remove(obj)
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self.score += 50
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if missile in self.missiles:
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if missile in self.missiles:
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self.missiles.remove(missile)
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self.missiles.remove(missile)
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@ -154,10 +154,11 @@ def main() -> None:
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level = 0
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level = 0
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enemies = []
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enemies = []
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wave_length = 5
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wave_length = 3
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player_velocity = 7
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player_velocity = 7
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player_missile_velocity = 7
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enemy_velocity = 2
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enemy_velocity = 2
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missile_velocity = 5
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enemy_missile_velocity = 4
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player = Player(300, 650)
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player = Player(300, 650)
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@ -166,9 +167,11 @@ def main() -> None:
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def redraw_window() -> None:
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def redraw_window() -> None:
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WINDOW.blit(BACKGROUND, (0, 0))
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WINDOW.blit(BACKGROUND, (0, 0))
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# draw text
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# draw text
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lives_label = set_font(50).render(f"Lives: {player.lives}", 1, WHITE)
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lives_label = set_font(40).render(f"Lives: {player.lives}", 1, WHITE)
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level_label = set_font(50).render(f"Level: {level}", 1, WHITE)
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score_label = set_font(40).render(f"Score {player.score}", 1, WHITE)
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level_label = set_font(40).render(f"Level: {level}", 1, WHITE)
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WINDOW.blit(lives_label, (10, 10))
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WINDOW.blit(lives_label, (10, 10))
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WINDOW.blit(score_label, (10, lives_label.get_height() + 10))
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WINDOW.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
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WINDOW.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
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for enemy in enemies:
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for enemy in enemies:
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@ -186,7 +189,7 @@ def main() -> None:
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clock.tick(FPS)
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clock.tick(FPS)
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redraw_window()
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redraw_window()
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if player.lives <= 0:
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if player.lives <= 0 or player.score <= 0:
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lost = True
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lost = True
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lost_count += 1
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lost_count += 1
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@ -200,7 +203,8 @@ def main() -> None:
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if len(enemies) == 0:
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if len(enemies) == 0:
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level += 1
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level += 1
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wave_length += 5
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wave_length += 5
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for i in range(wave_length):
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# spawn enemies
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for _ in range(wave_length):
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enemy = Enemy(randrange(50, WIDTH - 100), randrange(-1500, -100), choice(["magenta", "cyan", "lime"]))
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enemy = Enemy(randrange(50, WIDTH - 100), randrange(-1500, -100), choice(["magenta", "cyan", "lime"]))
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enemies.append(enemy)
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enemies.append(enemy)
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@ -223,21 +227,22 @@ def main() -> None:
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for enemy in enemies[:]:
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for enemy in enemies[:]:
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enemy.move(enemy_velocity)
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enemy.move(enemy_velocity)
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enemy.move_missiles(missile_velocity, player)
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enemy.move_missiles(enemy_missile_velocity, player)
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if randrange(0, 2 * 60) == 1:
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if randrange(0, 2 * 60) == 1:
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enemy.shoot()
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enemy.shoot()
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if collide(enemy, player) or (enemy.y + enemy.get_height() > HEIGHT):
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if collide(enemy, player) or (enemy.y + enemy.get_height() > HEIGHT):
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player.score -= 10
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player.lives -= 1
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player.lives -= 1
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enemies.remove(enemy)
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enemies.remove(enemy)
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player.move_missiles(-missile_velocity, enemies)
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player.move_missiles(-player_missile_velocity, enemies)
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# lambda functions
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# lambda functions
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set_font = lambda size, font=FONT: pygame.font.Font(font, size) # sets font size
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set_font = lambda size, font=FONT: pygame.font.Font(font, size) # sets font size
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collide = lambda obj1, obj2: obj1.mask.overlap(obj2.mask, (obj2.x - obj1.x, obj2.y - obj1.y)) != None # checks if 2 objects collide/overlap
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collide = lambda obj1, obj2: obj1.mask.overlap(obj2.mask, (obj2.x - obj1.x, obj2.y - obj1.y)) != None # checks if 2 objs collide/overlap
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def main_menu() -> None:
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def main_menu() -> None:
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