import pygame, sys, pymunk # Importing modules def create_apple(space,pos): body = pymunk.Body(1,100,body_type = pymunk.Body.DYNAMIC) body.position = pos shape = pymunk.Circle(body,50) space.add(body,shape) return shape def draw_apples(apples): for apple in apples: pos_x = int(apple.body.position.x) pos_y = int(apple.body.position.y) apple_rect = apple_surface.get_rect(center = (pos_x,pos_y)) screen.blit(apple_surface,apple_rect) def static_ball(space,pos): body = pymunk.Body(body_type = pymunk.Body.STATIC) body.position = pos shape = pymunk.Circle(body,50) space.add(body,shape) return shape def draw_static_balls(balls): for ball in balls: pos_x = int(ball.body.position.x) pos_y = int(ball.body.position.y) pygame.draw.circle(screen,(217,98,119),(pos_x,pos_y),50) pygame.init() # Initiating pygame screen = pygame.display.set_mode((800,800)) # Creating the display surface clock = pygame.time.Clock() # Creating the game clock space = pymunk.Space() space.gravity = (0,500) apple_surface = pygame.image.load('red_apple.png') apples = [] balls = [] balls.append(static_ball(space,(500,500))) balls.append(static_ball(space,(250,600))) while True: # Game loop for event in pygame.event.get(): # Checking for user input if event.type == pygame.QUIT: # Input to close the game pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: apples.append(create_apple(space,event.pos)) screen.fill((217,217,217)) # Background colour draw_apples(apples) draw_static_balls(balls) space.step(1/50) pygame.display.update() # Rendering the frame clock.tick(120) # Limiting the frames per second to 120