text: import random
  import math
  
  from pygame.locals import QUIT, KEYUP
  from src.game_screens.screen import Screen
  from src.misc.game_enums import Game_mode
  
  from src.objects.cart import Cart
  from src.objects.coin import Coin
  from src.objects.bluecoin import BlueCoin
  from src.objects.bomb import Bomb
  
  
  # game_manager=Game_manager()
  class Game_screen(Screen):
      def __init__(self, pygame, res, surface, size, gameclock, game_manager):
          Screen.__init__(self, pygame, res, surface)
  
          # set up initial variables
          self.need_reset = False
          self.size = size
          self.result = 0
          self.arbit_var = 1
          self.coinlist = []
          self.gameclock = gameclock
          self.game_manager = game_manager
          self.timer = 0
          self.cart = Cart(res, self.size, surface, self.game_manager)
  
          # set up texts
          self.time_text = res.basicFont.render(
              'TIMER:', True, res.BLACK, res.WHITE)
          self.textbox = self.time_text.get_rect(center=(900, 170))
          self.point_text = res.basicFont.render(
              'POINTS:', True, res.BLACK, res.WHITE)
          self.pointbox = self.point_text.get_rect(center=(100, 170))
          self.display_time = res.basicFont.render(
              '0', True, res.BLACK, res.WHITE)
          self.timebox = self.display_time.get_rect(center=(900, 200))
          self.score = res.basicFont.render(
              str(self.cart.points), True, res.BLACK, res.WHITE)
          self.scorebox = self.score.get_rect(center=(100, 200))
  
      def reset_before_restart(self):
          self.need_reset = False
          self.result = 0
          self.arbit_var = 1
          self.coinlist = []
          self.timer = 0
          self.game_manager.reset()
          del self.cart
          self.cart = Cart(self.res, self.size, self.surface, self.game_manager)
  
      def update(self, events):
          # if we are restarting the game
          if self.need_reset:
              self.reset_before_restart()
  
          self.cart.move()
          self.surface.blit(self.pygame.transform.scale(
              self.res.BG, self.size), (0, 0))
  
          c = self.get_random_entity(
              self.arbit_var, self.res, self.size, self.surface)
          self.coinlist.append(c)
  
          for b in self.coinlist[0:self.arbit_var:self.game_manager.difficulty.value["DENSITY"]]:
              # (use 14 or 15) this is for the rate at which
              # objects fall, can change this
              b.draw()
              b.fall()
              self.cart.collect_item(b)
  
          self.arbit_var += 1
  
          self.cart.draw()
  
          # Update time
          seconds = self.gameclock.get_time() / 1000.0
          self.timer += seconds
  
          # returns real value of timer to int value
          int_timer = math.trunc(self.timer)
          self.display_time = self.res.basicFont.render(
              str(int_timer), True, self.res.BLACK, self.res.WHITE)
          self.surface.blit(self.time_text, self.textbox)
          self.surface.blit(self.display_time, self.timebox)
          self.surface.blit(self.point_text, self.pointbox)
          self.score = self.res.basicFont.render(
              str(self.cart.points), True, self.res.BLACK, self.res.WHITE)
          self.surface.blit(self.score, self.scorebox)
  
          self.pygame.display.flip()
  
          if self.timer > 30 or self.cart.dead:
              self.need_reset = True
              self.game_manager.score = self.cart.points
              return Game_mode.GAME_OVER
  
          for event in events:
              if event.type == QUIT:
                  return Game_mode.QUIT
  
          return Game_mode.GAME
  
      def get_random_entity(self, arbit_var, res, size, surface):
          # randomizing bonus coin/bomb/coin fall frequency, can change this
          if not arbit_var % 3 or not arbit_var % 4:
              select = random.randint(1, 2)
              if select == 1:
                  c = BlueCoin(res, size, surface)
              else:  # select = 2
                  c = Bomb(res, size, surface)
          elif not arbit_var % 5 or not arbit_var % 7 or not arbit_var % 11:
              c = Bomb(res, size, surface)
          else:
              c = Coin(res, size, surface)
  
          return c
  