Question: I need this code to display the UI in the picture i attached. It needs to look exactly like the picture and im stuck. Im

I need this code to display the UI in the picture i attached. It needs to look exactly like the picture and im stuck. Im including my code. pygame. Number of joysticks: 1
Joystick 0
Joystick name: Nintendo Switch Pro Controller
GUID: 030000007e0500000920000000026800
Number of axes: 6
Axis 0 value: 0.008
Axis 1 value: -0.011
Axis 2 value: 0.003
Axis 3 value: -0.011
Axis 4 value: 0.000
Axis 5 value: 0.000
Number of buttons: 16
Button 0 value: 0
Button 1 value: 0
Button 2 value: 0
Button 3 value: 0
Button 4 value: 0
Button 5 value: 0
Button 6 value: 0
Button 7 value: 0
Button 8 value: 0
Button 9 value: 0
Button 10 value: 0
Button 11 value: 0
Button 12 value: 0
Button 13 value: 0
Button 14 value: 0
Button 15 value: 0
Number of hats: 0 import pygame
import random
# Initialize Pygame
pygame.init()
# Screen dimensions
WIDTH, HEIGHT =800,600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
# Load sound
click_sound = pygame.mixer.Sound("collision.mp3")
# Ball class
class Ball:
def __init__(self, x, y, radius, mass, color):
self.location =[x, y]
self.vector =[0,0]
self.acceleration =[0,0] # Fix syntax error here
self.radius = radius
self.mass = mass
self.color = color
def addForce(self, force):
fx, fy = force
self.acceleration[0]+= fx / self.mass
self.acceleration[1]+= fy / self.mass
def update(self):
# Update motion
self.vector[0]+= self.acceleration[0]
self.vector[1]+= self.acceleration[1]
self.location[0]+= self.vector[0]
self.location[1]+= self.vector[1]
self.acceleration =[0,0] # Reset acceleration
# Boundary collision
if self.location[0]=0 or self.location[0]>= WIDTH:
self.vector[0]*=-1
if self.location[1]=0 or self.location[1]>= HEIGHT:
self.vector[1]*=-1
def draw(self, screen):
pygame.draw.circle(
screen, self.color, (int(self.location[0]), int(self.location[1])), self.radius
)
# Initialize balls
balls =[]
for i in range(10):
radius = random.randrange(10,50)
x = random.randrange(radius, WIDTH - radius)
y = random.randrange(radius, HEIGHT - radius)
mass = radius **2
color =(
random.randrange(0,256),
random.randrange(0,256),
random.randrange(0,256),
)
ball = Ball(x, y, radius, mass, color)
balls.append(ball)
# Initialize joystick
pygame.joystick.init()
joystick_count = pygame.joystick.get_count()
if joystick_count >0:
joystick = pygame.joystick.Joystick(0)
joystick.init()
print(f"Number of joysticks: {joystick_count}")
print(f"Joystick name: {joystick.get_name()}")
print(f"GUID: {joystick.get_guid()}")
print(f"Number of axes: {joystick.get_numaxes()}")
print(f"Number of buttons: {joystick.get_numbuttons()}")
print(f"Number of hats: {joystick.get_numhats()}")
# Game loop
running = True
gravity_enabled = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.JOYBUTTONDOWN: # Fix event type check here
# A button to reset ball position
if joystick.get_button(0):
# A Button for ball in balls:
for ball in balls:
ball.location =[WIDTH //2, HEIGHT //2]
ball.vector =[0,0]
# LT + Y Button to quit game
if joystick.get_button(6) and joystick.get_button(3):
running = False
# Read joystick axes for wind/force application
left_wind = joystick.get_axis(0) if joystick_count >0 else 0
up_force = joystick.get_axis(1) if joystick_count >0 else 0
right_wind = joystick.get_axis(3) if joystick_count >0 else 0
# Apply forces based on joystick input
for ball in balls:
if left_wind >0.1:
ball.addForce((-1,0))
if right_wind -0.1:
ball.addForce((1,0))
# Clarify the intention of this line and adjust accordingly
screen.fill((0,0,0))
for ball in balls:
ball.update()
ball.draw(screen)
pygame.display.flip()
clock.tick(60)
 I need this code to display the UI in the picture

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