def update():
    global gameOver
    if stage[shooterPosition][0] == 1:
        gameOver = True
    if (t % 240 - score) == 0:
        shift()
    kit.clear()
    renderStage()
    kit.set_pixel(0, shooterPosition, [8, 8, 8])
    kit.render()
def draw_treasure_map(p_pos, t_pos):
    kit.clear()
    p_quad = calc_w_pos(p_pos[0], p_pos[1])
    rect(p_quad[0] * 4, p_quad[1] * 2, 4, 2, colors['player'])
    for t in t_pos:
        t_quad = calc_w_pos(t[0], t[1])
        rect(t_quad[0] * 4, t_quad[1] * 2, 4, 2, colors['treasure'])
    for i in range(0, score):
        kit.set_pixel(i % 16, int(i / 16), colors['heading'])
    kit.render()
    sleep(1)
                    t_pos.append(place_treasure(world))
            elif score < 23:
                if len(t_pos) == 0:
                    for i in range(0, 3):
                        t_pos.append(place_treasure(world))
                    n_pos = place_treasure(world)
                    npcs.append([n_pos[0], n_pos[1], 1])
            elif score < 32:
                if len(t_pos) == 0:
                    for i in range(0, 4):
                        t_pos.append(place_treasure(world))
                    for i in range(0, 2):
                        n_pos = place_treasure(world)
                        npcs.append([n_pos[0], n_pos[1], 1])
            else:
                kit.clear()
                while True:
                    kit.set_pixel(random(0, 15), random(
                        0, 7), [random(0, 30),
                                random(0, 30),
                                random(0, 30)])
                    kit.render()
                    sleep(0.01)
            draw_treasure_map(p_pos, t_pos)
    kit.render()
    sleep(0.1)
kit.clear()
for i in range(0, score):
    kit.set_pixel(i % 16, int(i / 16), colors['heading'])
kit.render()
def cover():
    kit.clear()
    renderStage()
    kit.render()