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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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