old_contents: import pygame
  
  # Initialize Pygame Library
  pygame.init()
  
  # Display is an object inside Pygame
  # Set Mode method creates a screen with the size inputted
  screen = pygame.display.set_mode((1000,700))
  
  # Variable to keep track if our game is finished
  finished = False
  
  # Set x & y coordinates
  x = 0
  y = 550
  
  # Load player image to playerImage variable
  playerImage = pygame.image.load("rocket.png")
  
  # Scale and transform Image to fit rectangle
  playerImage = pygame.transform.scale(playerImage, (100, 200))
  
  # Make playerImage ready for game
  playerImage = playerImage.convert_alpha()
  
  # Load background image to backgroundImage variable
  backgroundImage = pygame.image.load("space.jpg")
  
  # Scale and transform Image to fit the screen
  backgroundImage = pygame.transform.scale(backgroundImage, (1000,700))
  
  # Put background image into the window
  screen.blit(backgroundImage, (0,0))
  
  # Load treasure image to treasureImage variable
  treasureImage = pygame.image.load("mars.png")
  
  # Scale and transform Image to be smaller than the playerImage
  treasureImage = pygame.transform.scale(treasureImage, (100, 100))
  
  # Make treasureImage ready for game
  treasureImage = treasureImage.convert_alpha()
  
  # Set treasure coordinates
  treasureX = 890
  treasureY = 10
  
  # Put treasure image into the window
  screen.blit(treasureImage, (treasureX, treasureY))
  
  # Create a Clock and store in frame variable
  frame = pygame.time.Clock()
  
  # While our game is not finished
  while (finished == False):
    # get() method gives us all of the events that have happened since last check
    for event in pygame.event.get():
      # Looking at Event type. If type is a Quit Event then finish the game
      if event.type == pygame.QUIT:
        finished = True
  
    # Check if key is pressed
    pressedKeys = pygame.key.get_pressed()
  
    # If Space Key is pressed then increase the y coordinate by 5
    if (pressedKeys[pygame.K_SPACE] == 1):
      y -= 3
      x += 5
  
    # Store rectangle object in a variable
    # Define x, y, width, and height of rectangle
    # rectOne = pygame.Rect(x,y,30,30)
  
    # Create a tuple to hold a color
    color = (0,0,255)
    # Define the color black in a variable
    white = (255,255,255)
  
    # Overwrite the original blue rectangle to black before creating a new one
    # screen.fill((white))
  
    # Fill background image onto the screen
    screen.blit(backgroundImage, (0,0))
  
    # Put treasure image onto the screen
    screen.blit(treasureImage, (treasureX, treasureY))
  
    # Put playerImage into window
    screen.blit(playerImage, (x, y))
  
    # Check if playerImage touches the treasureImage
    if (y >= treasureY and y <= treasureY + 100):
      pass
    elif (y + 200 >= treasureY and y + 200 <= treasureY + 200):
      pass
  
    # Draws rectangle onto the screen, need to input screen, color, and rectangle object
    # pygame.draw.rect(screen, color, rectOne)
  
    # Update the screen
    pygame.display.flip()
  
    # Create frame rate (frames per second)
    frame.tick(30)
new_contents: import pygame
  
  # Initialize Pygame Library
  pygame.init()
  
  # Display is an object inside Pygame
  # Set Mode method creates a screen with the size inputted
  screen = pygame.display.set_mode((1000,700))
  
  # Variable to keep track if our game is finished
  finished = False
  
  # Set x & y coordinates
  x = 0
  y = 550
  
  # Load player image to playerImage variable
  playerImage = pygame.image.load("rocket.png")
  
  # Scale and transform Image to fit rectangle
  playerImage = pygame.transform.scale(playerImage, (100, 200))
  
  # Make playerImage ready for game
  playerImage = playerImage.convert_alpha()
  
  # Load background image to backgroundImage variable
  backgroundImage = pygame.image.load("space.jpg")
  
  # Scale and transform Image to fit the screen
  backgroundImage = pygame.transform.scale(backgroundImage, (1000,700))
  
  # Put background image into the window
  screen.blit(backgroundImage, (0,0))
  
  # Load treasure image to treasureImage variable
  treasureImage = pygame.image.load("mars.png")
  
  # Scale and transform Image to be smaller than the playerImage
  treasureImage = pygame.transform.scale(treasureImage, (100, 100))
  
  # Make treasureImage ready for game
  treasureImage = treasureImage.convert_alpha()
  
  # Set treasure coordinates
  treasureX = 890
  treasureY = 10
  
  # Put treasure image into the window
  screen.blit(treasureImage, (treasureX, treasureY))
  
  # Create a Clock and store in frame variable
  frame = pygame.time.Clock()
  
  # While our game is not finished
  while (finished == False):
    # get() method gives us all of the events that have happened since last check
    for event in pygame.event.get():
      # Looking at Event type. If type is a Quit Event then finish the game
      if event.type == pygame.QUIT:
        finished = True
  
    # Check if key is pressed
    pressedKeys = pygame.key.get_pressed()
  
    # If Space Key is pressed then increase the y coordinate by 5
    if (pressedKeys[pygame.K_SPACE] == 1):
      y -= 3
      x += 5
  
    # Store rectangle object in a variable
    # Define x, y, width, and height of rectangle
    # rectOne = pygame.Rect(x,y,30,30)
  
    # Create a tuple to hold a color
    color = (0,0,255)
    # Define the color black in a variable
    white = (255,255,255)
  
    # Overwrite the original blue rectangle to black before creating a new one
    # screen.fill((white))
  
    # Fill background image onto the screen
    screen.blit(backgroundImage, (0,0))
  
    # Put treasure image onto the screen
    screen.blit(treasureImage, (treasureX, treasureY))
  
    # Put playerImage into window
    screen.blit(playerImage, (x, y))
  
    # Check if playerImage touches the treasureImage
    if (y >= treasureY and y <= treasureY + 100):
      if (x >= treasureX and x <= treasureX + 100):
        pass
      elif (x + 100 >= treasureX and x + 100 <= treasureX + 100):
        pass
    elif (y + 200 >= treasureY and y + 200 <= treasureY + 200):
      if (x >= treasureX and x <= treasureX + 100):
        pass
      elif (x + 100 >= treasureX and x + 100 <= treasureX + 100):
        pass
  
    # Draws rectangle onto the screen, need to input screen, color, and rectangle object
    # pygame.draw.rect(screen, color, rectOne)
  
    # Update the screen
    pygame.display.flip()
  
    # Create frame rate (frames per second)
    frame.tick(30)
subject: Check for X Collisions