"# Import necessary libraries
import pygame
import random

Define game constants
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
GRAVITY = 1
JUMP_POWER = 20
MOVE_SPEED = 5
MAX_MOMENTUM = 100
MIN_MOMENTUM = -50
MOMENTUM_GAIN = 5
MOMENTUM_LOSS = 10
MOMENTUM_THRESHOLD = 0

Define colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)

Initialize Pygame
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Velocity")

Define classes
class Player(pygame.sprite.Sprite):
def init(self):
super().init()
self.image = pygame.Surface((40, 60))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = SCREEN_WIDTH / 2
self.rect.y = SCREEN_HEIGHT - 100
self.momentum = 0
self.jumping = False
self.jump_count = 0

def update(self):
self.move()
self.check_momentum()
self.check_fall()

def move(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.x -= MOVE_SPEED
if keys[pygame.K_RIGHT]:
self.rect.x += MOVE_SPEED

def jump(self):
if not self.jumping:
self.jumping = True
self.jump_count = 0
self.momentum = -JUMP_POWER

def check_momentum(self):
if not self.jumping:
self.momentum = max(MIN_MOMENTUM, min(MAX_MOMENTUM, self.momentum + MOMENTUM_LOSS))
else:
self.momentum = max(MIN_MOMENTUM, min(MAX_MOMENTUM, self.momentum + GRAVITY))

def check_fall(self):
if self.rect.bottom > SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
self.momentum = 0
self.jumping = False
class Level():
def init(self):
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()

def draw(self, screen):
screen.fill(WHITE)
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
class Platform(pygame.sprite.Sprite):
def init(self, x, y, width, height):
super().init()
self.image = pygame.Surface((width, height))
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y

class Enemy(pygame.sprite.Sprite):
def init(self):
super().init()
self.image = pygame.Surface((40, 60))
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, SCREEN_WIDTH - self.rect.width)
self.rect.y = random.randint(-200, -50)

def update(self):
self.rect.y += 5
if self.rect.y > SCREEN_HEIGHT:
self.kill()
Define game functions
def create_level(level_num):
level = Level()
if level_num == 1:
platform = Platform(0, SCREEN_HEIGHT - 50, SCREEN_WIDTH, 50)
level.platform_list.add(platform)
for i in range(5):
enemy = Enemy()
level.enemy_list.add(enemy)
return level

def draw_text(surface, text, size, x, y):
font = pygame.font.Font(None, size)
text_surface = font.render(text, True, BLACK)
surface.blit(text_surface, (x, y))

Load the background image
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill(WHITE)

Create game objects
player = Player()
level = create_level(1)

Import necessary libraries
import pygame
import random

Define game constants
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
GRAVITY = 1
JUMP_POWER = 20
MOVE_SPEED = 5
MAX_MOMENTUM = 100
MIN_MOMENTUM = -50
MOMENTUM_GAIN = 5
MOMENTUM_LOSS = 10
MOMENTUM_THRESHOLD = 0

Define colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)

Initialize Pygame
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Velocity")

Define classes
class Player(pygame.sprite.Sprite):
def init(self):
super().init()
self.image = pygame.Surface((40, 60))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = SCREEN_WIDTH / 2
self.rect.y = SCREEN_HEIGHT - 100
self.momentum = 0
self.jumping = False
self.jump_count = 0

def update(self):
self.move()
self.check_momentum()
self.check_fall()

def move(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.x -= MOVE_SPEED
if keys[pygame.K_RIGHT]:
self.rect.x += MOVE_SPEED

def jump(self):
if not self.jumping:
self.jumping = True
self.jump_count = 0
self.momentum = -JUMP_POWER

def check_momentum(self):
if not self.jumping:
self.momentum = max(MIN_MOMENTUM, min(MAX_MOMENTUM, self.momentum + MOMENTUM_LOSS))
else:
self.momentum = max(MIN_MOMENTUM, min(MAX_MOMENTUM, self.momentum + GRAVITY))

def check_fall(self):
if self.rect.bottom > SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
self.momentum = 0
self.jumping = False
class Level():
def init(self):
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()

def draw(self, screen):
screen.fill(WHITE)
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
class Platform(pygame.sprite.Sprite):
def init(self, x, y, width, height):
super().init()
self.image = pygame.Surface((width, height))
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y

class Enemy(pygame.sprite.Sprite):
def init(self):
super().init()
self.image = pygame.Surface((40, 60))
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, SCREEN_WIDTH - self.rect.width)
self.rect.y = random.randint(-200, -50)

def update(self):
self.rect.y += 5
if self.rect.y > SCREEN_HEIGHT:
self.kill()
Define game functions
def create_level(level_num):
level = Level()
if level_num == 1:
platform = Platform(0, SCREEN_HEIGHT - 50, SCREEN_WIDTH, 50)
level.platform_list.add(platform)
for i in range(5):
enemy = Enemy()
level.enemy_list.add(enemy)
return level

def draw_text(surface, text, size, x, y):
font = pygame.font.Font(None, size)
text_surface = font.render(text, True, BLACK)
surface.blit(text_surface, (x, y))

Load the background image
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill(WHITE)

Create game objects
player = Player()
level = create_level(1)

Start the game loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.jump()

Update game objects
level.draw(screen)
player.update()
level.platform_list.update()
level.enemy_list.update()

Check for collisions
if pygame.sprite.spritecollide(player, level.enemy_list, False):
running = False

Draw game objects
screen.blit(background, (0, 0))
level.draw(screen)
player.update()
level.platform_list.draw(screen)
level.enemy_list.draw(screen)
draw_text(screen, "Momentum: {}".format(player.momentum), 30, 10, 10)
pygame.display.flip()

Check if the player has fallen off the screen
if player.rect.y > SCREEN_HEIGHT:
running = False
Clean up
pygame.quit()"