text: from pyglet.window import mouse
  from pyglet.graphics import Batch
  from pyglet import clock
  from random import random
  from snowball import Snowball
  from grid import Grid
  from player import Player
  from score import Score
  from spike import Spike
  
  class GameEventHandler:
      def __init__(self, window, end_game, mediaPlayer, santa, present, ice, spike, music):
          self.window = window
          self.end_game = end_game
          self.mediaPlayer = mediaPlayer
          self.santa = santa
          self.present = present
          self.ice = ice
          self.spike = spike
          self.spike.width, self.spike.height = self.window.width // 50, self.window.width // 50
          self.spike.anchor_x = self.spike.width // 2
          self.music = music
          self.batch = Batch()
      def start(self):
          self.worldSpeed = 10
          self.snowballSpeed = 1000
          self.player = Player(self.santa, x=self.window.width // 2, y=self.window.height // 5, radius=self.window.width // 25)
          self.player.x += self.window.width // 10
          self.player.y += self.player.radius // 2
          self.grid = Grid(self.window, self.present, self.ice)
          self.spikes = []
          self.cooldown = 2
          self.snowball = None
          self.gravity = 100
          self.score = Score(self.window)
          self.mediaPlayer.queue(self.music)
          self.mediaPlayer.play()
          self.mediaPlayer.loop = True
          clock.schedule_interval(self.update, 1/60)
      def end(self):
          self.mediaPlayer.next_source()
          clock.unschedule(self.update)
      def update(self, dt):
          # spikes
          self.cooldown = max(self.cooldown - dt, 0)
          if self.cooldown <= 0 and random() > 0.9:
              # spawn spike
              y = self.window.height
              if random() > 0.5:
                  y = 0
              self.spikes.append(Spike(img=self.spike, x=self.player.x, y=y, batch=self.batch))
              self.cooldown = 2
          # move spikes
          for spike in self.spikes:
              # x
              spike.x -= self.window.width / 100 * self.worldSpeed * dt
              # y
              spike.y -= spike.multiplier * self.window.height / 100 * self.gravity * dt
          # snowball movement and check for collisions
          if self.snowball is not None:
              if self.snowball.collides(self.grid):
                  self.snowball = None
              else:
                  self.snowball.move(dt)
         # camera movement
          self.grid.update(dt=dt, worldSpeed=self.worldSpeed)
          self.player.x -= self.window.width / 100 * self.worldSpeed * dt
          playerCollides = self.player.collides(self.grid, self.spikes)
          self.score.value += playerCollides[1]
          if playerCollides[0] or self.player.x + self.player.radius < 0:
              # end game
              self.end_game(self.score.value)
              return
          self.worldSpeed += 0.1 * dt
          self.snowballSpeed += 0.01 * dt
      def on_mouse_press(self, x, y, button, modifiers):
          if button == mouse.LEFT:
              self.snowball = Snowball((self.player.x, self.player.y), (x, y), self.snowballSpeed)
          if button == mouse.RIGHT and self.snowball is not None:
              self.player.x = self.snowball.x
              self.player.y = self.snowball.y
              self.snowball = None
      def on_draw(self):
          self.window.clear()
          self.grid.draw()
          self.score.draw()
          if self.snowball is not None:
              self.snowball.draw()
          self.player.draw()
          self.batch.draw()
  