This step adds the code to get the fly to escape.
using SplashKitSDK;using static SplashKitSDK.SplashKit; const string GAME_TIMER = "GameTimer"; const int SCREEN_WIDTH = 800;const int SCREEN_HEIGHT = 600;const int SPIDER_RADIUS = 25;const int SPIDER_SPEED = 3; const int FLY_RADIUS = 10; // Set the spider in the center of the screenint spiderX = SCREEN_WIDTH / 2;int spiderY = SCREEN_HEIGHT / 2; // Create the flyint flyX = Rnd(SCREEN_WIDTH), flyY = Rnd(SCREEN_HEIGHT);bool flyAppeared = false;long appearAtTime = 1000 + Rnd(2000);long escapeAtTime = 0; OpenWindow("Fly Catch", SCREEN_WIDTH, SCREEN_HEIGHT); CreateTimer(GAME_TIMER);StartTimer(GAME_TIMER); // The event loopwhile (!QuitRequested()){ // Handle Input if (KeyDown(KeyCode.RightKey) && spiderX + SPIDER_RADIUS < SCREEN_WIDTH) { spiderX += SPIDER_SPEED; } if (KeyDown(KeyCode.LeftKey) && spiderX - SPIDER_RADIUS > 0) { spiderX -= SPIDER_SPEED; } // Update the Game // Check if the fly should appear if (!flyAppeared && TimerTicks(GAME_TIMER) > appearAtTime) { // Make the fly appear flyAppeared = true; // Give it a new random position flyX = Rnd(SCREEN_WIDTH); flyY = Rnd(SCREEN_HEIGHT); // Set its escape time escapeAtTime = TimerTicks(GAME_TIMER) + 2000 + Rnd(5000); } else if (flyAppeared && TimerTicks(GAME_TIMER) > escapeAtTime) { flyAppeared = false; appearAtTime = TimerTicks(GAME_TIMER) + 1000 + Rnd(2000); } // Draw the game ClearScreen(ColorWhite()); // Draw the spider FillCircle(ColorBlack(), spiderX, spiderY, SPIDER_RADIUS); if (flyAppeared) { // Draw the fly FillCircle(ColorDarkGreen(), flyX, flyY, FLY_RADIUS); } // Show it to the user RefreshScreen(60); // Get any new user interactions ProcessEvents();}