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import pygame import random import math import os pygame.init() width = 800 height = 600 black = (0, 0, 0) white = (255, 255, 255) coinrenk = (255, 255, 255) red = (255, 0, 0) skorrenk = (122, 211, 214) seviyerenk = (255, 255, 0) win = pygame.display.set_mode((width, height)) pygame.display.set_caption("Rain of Bullets") clock = pygame.time.Clock() player_size = 30 player_pos = [width / 2, height - 2 * player_size] bullet_radius = 5 bullet_speed = 12 bullet_color = red bullet_list = [] enemy_size = 20 enemy_pos = [random.randint(0, width - enemy_size), 0] enemy_list = [enemy_pos] enemy_colors = [(random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))] enemy_speed = 1.0 max_enemy_speed = 2.0 game_over = False score = 0 level = 1 coin = 0 font = pygame.font.SysFont('Roboto-Regular.ttf', 30) menu_options = ["Oyna", "Karakter", "Ayarlar"] selected_option = 0 show_menu = True menu_font = pygame.font.SysFont('Roboto-Regular.ttf', 36) button_width = 200 button_height = 50 button_margin = 20 def show_score_level_coin(score, level, coin): score_text = font.render("Puan: " + str(score), True, skorrenk) level_text = font.render("Seviye: " + str(level), True, seviyerenk) coin_text = font.render("Coin: " + str(coin), True, coinrenk) win.blit(score_text, (10, 10)) win.blit(level_text, (10, 40)) win.blit(coin_text, (10, 70)) def show_coin_text(): global coin_text if show_menu: coin_text = font.render("Coin: " + str(coin), True, coinrenk) else: coin_text = None def draw_menu_buttons(): button_x = (width - button_width) // 2 button_y = (height - len(menu_options) * (button_height + button_margin)) // 2 for i, option in enumerate(menu_options): if i == selected_option: color = red else: color = white pygame.draw.rect(win, color, (button_x, button_y, button_width, button_height)) text = menu_font.render(option, True, black) text_rect = text.get_rect(center=(button_x + button_width / 2, button_y + button_height / 2)) win.blit(text, text_rect) # Add coin text to the menu buttons if i == 0: win.blit(coin_text, coin_text_rect) button_y += button_height + button_margin while not game_over: for event in pygame.event.get(): if event.type == pygame.QUIT: game_over = True if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN: if show_menu: if event.key == pygame.K_UP: selected_option = (selected_option - 1) % len(menu_options) elif event.key == pygame.K_DOWN: selected_option = (selected_option + 1) % len(menu_options) elif event.key == pygame.K_RETURN: if selected_option == 0: show_menu = False elif selected_option == 1: pass elif selected_option == 2: pass else: if event.key == pygame.K_ESCAPE: show_menu = True if event.type == pygame.MOUSEBUTTONDOWN: if show_menu: mouse_pos = pygame.mouse.get_pos() button_x = (width - button_width) // 2 button_y = (height - len(menu_options) * (button_height + button_margin)) // 2 for i in range(len(menu_options)): if button_x <= mouse_pos[0] <= button_x + button_width and button_y <= mouse_pos[1] <= button_y + button_height: selected_option = i if selected_option == 0: show_menu = False elif selected_option == 1: pass elif selected_option == 2: pass button_y += button_height + button_margin if show_menu: win.fill(black) draw_menu_buttons() pygame.display.update() continue if not paused: if pygame.mouse.get_pressed()[0]: bullet_delay += 1 if bullet_delay >= bullet_delay_max: cross_pos = pygame.mouse.get_pos() bullet_pos = [player_pos[0] + player_size / 2, player_pos[1] + player_size / 2] angle = calculate_angle(player_pos, cross_pos) bullet_vel = [bullet_speed * math.cos(angle), bullet_speed * math.sin(angle)] bullet_list.append([bullet_pos[0], bullet_pos[1], bullet_vel[0], bullet_vel[1]]) bullet_delay = 0 win.fill(black) collided_enemies = [] for enemy_idx, enemy_pos in enumerate(enemy_list): for bullet in bullet_list: if detect_collision(enemy_pos, (bullet[0], bullet[1])): collided_enemies.append(enemy_idx) bullet_list.remove(bullet) score += 1 enemy_speed += 0.020 if enemy_speed > max_enemy_speed: enemy_speed = max_enemy_speed enemy_colors[enemy_idx] = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) hit_sound.play() for enemy_idx in sorted(collided_enemies, reverse=True): enemy_list.pop(enemy_idx) enemy_colors.pop(enemy_idx) for idx, enemy_pos in enumerate(enemy_list): if enemy_pos[1] >= 0 and enemy_pos[1] < height: enemy_pos[1] += enemy_speed else: enemy_list.pop(idx) enemy_colors.pop(idx) score -= 1 if score < 0: score = 0 if len(enemy_list) < 10: x_pos = random.randint(0, width - enemy_size) y_pos = 0 if len(enemy_list) < 10: x_pos = random.randint(0, width - enemy_size) y_pos = 0 enemy_list.append([x_pos, y_pos]) enemy_colors.append((random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))) for bullet in bullet_list: bullet[0] += bullet[2] bullet[1] += bullet[3] if score < 10: level = 1 enemy_speed = 1.0 max_enemy_speed = 2.0 elif score < 20: level = 2 enemy_speed = 1.2 max_enemy_speed = 2.3 elif score < 30: level = 3 enemy_speed = 1.5 max_enemy_speed = 2.6 elif score < 40: level = 4 enemy_speed = 1.7 max_enemy_speed = 3.0 else: level = 5 enemy_speed = 2.0 max_enemy_speed = 3.2 win.fill(black) draw_enemies(enemy_list) show_score_level_coin(score, level, coin) draw_bullets(bullet_list) pygame.draw.rect(win, white, (player_pos[0], player_pos[1], player_size, player_size)) clock.tick(60) pygame.display.update() pygame.quit()
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