shhh

🧩 Syntax:
import pygame
import random

# initialize pygame
pygame.init()

# set the screen dimensions
screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Shoot the Apple")

# set the game clock
clock = pygame.time.Clock()

# load the apple image
apple_image = pygame.image.load("apple.png").convert_alpha()

# define the apple class
class Apple:
    def __init__(self):
        self.x = random.randint(0, screen_width - apple_image.get_width())
        self.y = -apple_image.get_height()
        self.speed = random.randint(1, 5)

    def update(self):
        self.y += self.speed

    def draw(self):
        screen.blit(apple_image, (self.x, self.y))

# create a list to hold the apples
apples = []

# define the player class
class Player:
    def __init__(self):
        self.x = screen_width // 2
        self.y = screen_height - 50
        self.width = 50
        self.height = 50
        self.speed = 5
        self.score = 0

    def update(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT] and self.x > 0:
            self.x -= self.speed
        if keys[pygame.K_RIGHT] and self.x < screen_width - self.width:
            self.x += self.speed

    def draw(self):
        pygame.draw.rect(screen, (255, 0, 0), (self.x, self.y, self.width, self.height))

# create the player object
player = Player()

# define the game loop
running = True
while running:
    # handle events
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.MOUSEBUTTONDOWN:
            # check if the player clicked on an apple
            for apple in apples:
                if apple.x <= event.pos[0] <= apple.x + apple_image.get_width() and apple.y <= event.pos[1] <= apple.y + apple_image.get_height():
                    apples.remove(apple)
                    player.score += 1

    # update the player and apples
    player.update()
    for apple in apples:
        apple.update()

    # check if an apple has gone off the bottom of the screen
    if len(apples) > 0 and apples[0].y > screen_height:
        apples.pop(0)

    # add a new apple every 60 frames
    if pygame.time.get_ticks() % 60 == 0:
        apples.append(Apple())

    # clear the screen
    screen.fill((255, 255, 255))

    # draw the player and apples
    player.draw()
    for apple in apples:
        apple.draw()

    # draw the score
    font = pygame.font.Font(None, 36)
    score_text = font.render(f"Score: {player.score}", True, (0, 0, 0))
    screen.blit(score_text, (10, 10))

    # update the screen
    pygame.display.flip()

    # tick the clock
    clock.tick(60)

# quit pygame
pygame.quit()