Here's the code
class Game():
nextThrow = True
def __init__(self):
self.speed = 5
self.level = 1
def throwFruit(self):
if Game.nextThrow:
fruit = Fruit()
Game.nextThrow = False
return fruit
def updateGame(self, screen):
throw = self.throwFruit()
if throw != None:
throw.draw(self.speed, screen)
if throw.rect.centery > WIDTH:
Game.nextThrow = True
class Fruit(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = load_image("images/fruit1.png", True)
self.rect = self.image.get_rect()
self.rect.centerx = random.randrange(WIDTH)
self.rect.centery = -5
def draw(self, speed, surface):
self.rect.centery += speed
surface.blit(self.image, self.rect)
def main():
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption('BETA')
background_image = load_image('images/Background1.png')
FPS = 30
fpsClock = pygame.time.Clock()
player = Player()
game = Game()
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
player.handle_keys()
screen.blit(background_image, (0,0))
player.draw(screen)
game.updateGame(screen)
pygame.display.update()
fpsClock.tick(FPS)
if __name__ == '__main__':
pygame.init()
main()