text: from src.objectType import GameObjectType
  from src.gameObject import GameObject
  
  import pygame
  import logging
  import random
  
  END_GAME_EVENT = pygame.USEREVENT + 2
  SCORE_CHANGE_EVENT = pygame.USEREVENT + 3
  
  
  class GameObjectManager:
      """
      Class to manage all objects in a game
      """
      move_tracks = [94, 281, 469, 656]
      active_objects = []
      time_last_object = 0
      next_random_delay = 0
      sequence_counter = 0
  
      def __init__(self, expected_sequence, max_objects=5):
          """
          Python method as a construct to initialize variables
  
          :param expected_sequence: list of generated objects on the shopping list
          :param max_objects: max number of objects on the screen on the same time
          """
          self.expected_sequence = expected_sequence
          self.max_objects = max_objects
  
      def on_loop(self):
          """
          Function that generates random game objects to shown on the screen.
  
          """
          time_passed = pygame.time.get_ticks() - self.time_last_object
          if time_passed > (1500 + self.next_random_delay):
              if len(self.active_objects) < self.max_objects:
                  self.active_objects.append(self.generate_new_object())
                  self.next_random_delay = random.randint(500, 1500)
                  self.time_last_object = pygame.time.get_ticks()
  
      def generate_new_object(self):
          """
          Object and position generator
          :return: GameObject with the new generated object and its position
          """
          x_pos = random.choice(self.move_tracks)
          object_type = random.choice(list(GameObjectType))
          return GameObject(object_type, x_pos)
  
      def update(self, player):
          """
          Function that updates objects on the screen and detect any collisions between an object and the player
          :param player: object of Player class
          """
          to_delete = []
  
          for obj in self.active_objects:
              obj.update()
  
              if pygame.sprite.collide_rect(player, obj):
                  logging.info("Sprite collision with {0}".format(obj.object_type.name))
                  logging.info("Expected object: {0}".format(self.expected_sequence[self.sequence_counter].name))
  
                  penalty = 0
                  if obj.object_type == self.expected_sequence[self.sequence_counter]:
                      pygame.mixer.Sound("sound/magic-chime.wav").play()
                      self.sequence_counter = self.sequence_counter + 1
  
                      if self.sequence_counter >= len(self.expected_sequence):
                          event = pygame.event.Event(END_GAME_EVENT)
                          pygame.event.post(event)
                  else:
                      pygame.mixer.Sound("sound/fail-buzzer.wav").play()
                      penalty += 1
                  event = pygame.event.Event(SCORE_CHANGE_EVENT, {
                      "penalty": penalty,
                      "matched_objects": self.expected_sequence[:self.sequence_counter]
                  })
                  pygame.event.post(event)
                  to_delete.append(obj)
  
              if obj.is_at_bottom():
                  to_delete.append(obj)
  
          for obj in to_delete:
              if obj in self.active_objects:
                  self.active_objects.remove(obj)
  
      def render(self, screen):
          """
          Function to render objects on the screen
          :param screen: game screen
          """
          for obj in self.active_objects:
              obj.render(screen)
  