Potential Game. I will work on this and try to make a game. So this is just a template.
from kandinsky import * from kandinsky import fill_rect as F from kandinsky import draw_string as STR from random import randint as R from math import * from ion import * from ion import keydown as KEY from time import * from random import * def spawn_rects(): F(0,0,322,222,bg) F(map_x,200,R(60,110),100,R1) F(map_x+100,R(140,210),R(60,100),100,R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R3) F(R(200,250),R(-10,20),R(50,90),R(40,80),R3) map_x=0 map_y=0 map_w=3220 map_h=222 clock=0 star_size=1 star_colors=["white", "yellow", "orange", "red", "blue" ] C=star_colors[R(0,4)] R1=(R(0,25),R(0,25),R(0,25)) R2=(R(5,50),R(5,50),R(5,50)) R3=(R(0,10),R(0,10),R(0,10)) c=R(0,322) d=R(0,222) # heart is 7 * 7 sprite. heart_t=0 game=True px=10 py=100 pc=(245,245,245) pw=10 ph=10 ps=10 bg=(0,0,150) ts = 2 tc="black" fc="red" x=0 y=0 rect=[(x,y+ts,ts,ts*3,tc), (x+ts*1,y+ts*1,ts,ts*3,fc), (x+ts*2,y+ts*2,ts,ts*3,fc), (x+ts*3,y+ts*3,ts,ts*3,fc), (x+ts*4,y+ts*2,ts,ts*3,fc), (x+ts*4,y+ts*2,ts,ts*3,fc), (x+ts*5,y+ts*1,ts,ts*3,fc), (x+ts*6,y+ts*1,ts,ts*3,tc), (x+ts*1,y,ts,ts,tc), (x+ts*2,y+ts*1,ts,ts,tc), (x+ts*3,y+ts*2,ts,ts,tc), (x+ts*4,y+ts*1,ts,ts,tc), (x+ts*5,y,ts,ts,tc), (x+ts*1,y+ts*4,ts,ts,tc), (x+ts*2,y+ts*5,ts,ts,tc), (x+ts*3,y+ts*6,ts,ts,tc), (x+ts*4,y+ts*5,ts,ts,tc), (x+ts*5,y+ts*4,ts,ts,tc) ] F(0,0,322,222,bg) F(map_x,200,R(60,110),100,R1) F(map_x+100,R(140,210),R(60,100),100,R2) F(map_x+R(200,250),R(150,200),R(20,60),200,R2) F(map_x+R(250,300),R(170,210),R(40,70),200,R3) F(R(50,100),R(-50,-10),R(60,100),R(25,150),R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R2) F(R(250,300),R(-60,0),R(60,100),100,R2) F(R(200,250),R(-80,20),R(20,60),200,R2) F(R(0,50),R(-50,40),R(50,80),R(50,100),R2) while game: for i in rect: F(*i) F(px,py,ps,ps,pc) if KEY(KEY_LEFT): px-=1 F(px+ps,py,1,ps,bg) if px<0: px=322 F(0,0,322,222,bg) F(map_x,200,R(60,110),100,R1) F(map_x+100,R(140,210),R(60,100),100,R2) F(map_x+R(200,250),R(150,200),R(100,200),R(150,200),bg) F(R(50,100),R(-50,-10),R(60,100),R(25,150),R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R3) F(R(200,250),R(-10,20),R(20,60),R(40,80),R1) if KEY(KEY_RIGHT): px+=1 F(px-1,py,1,ps,bg) if px>322: px=0 F(0,0,322,222,bg) F(map_x,200,R(60,110),100,R1) F(map_x+100,R(140,210),R(60,100),100,R2) F(map_x+R(200,250),R(150,200),R(20,60),200,R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R3) F(R(200,250),R(-10,20),R(50,80),R(50,200),R1) if KEY(KEY_UP): py-=1 F(px,py+ps,ps,1,bg) if py<0: py=222 F(0,0,322,222,bg) F(map_x,200,R(60,110),100,R1) F(map_x+100,R(140,210),R(60,100),100,R2) F(map_x+R(200,250),R(150,200),R(20,60),200,R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R3) F(R(200,250),R(-10,20),R(50,80),R(50,200),R1) if KEY(KEY_DOWN): py+=1 F(px,py-1,ps,1,bg) if py>222: py=0 F(0,0,322,222,bg) F(map_x,200,R(60,110),100,R1) F(map_x+100,R(140,210),R(60,100),100,R2) F(map_x+R(200,250),R(150,200),R(20,60),200,R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R2) F(R(200,250),R(-10,20),R(20,60),R(50,200),R3) F(R(200,250),R(-10,20),R(50,80),R(50,200),R1) clock+=1 if clock>0 and clock<30: c=R(0,322) d=R(0,90) C=star_colors[R(0,4)] F(c,d,star_size,star_size,C) if get_pixel(px+ps,py)=="black": game=0