import pygame
import random
import math
pygame.init()
width = 800
height = 600
black = (0, 0, 0)
white = (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("Havadan Kare Vurma Oyunu")
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_speed = 1.0
game_over = False
score = 0
level = 1
font = pygame.font.Font('freesansbold.ttf', 20)
def show_score_level(score, level):
score_text = font.render("Puan: " + str(score), True, skorrenk)
level_text = font.render("Seviye: " + str(level), True, seviyerenk)
win.blit(score_text, (10, 10))
win.blit(level_text, (10, 40))
def draw_enemies(enemy_list):
for enemy_pos in enemy_list:
pygame.draw.rect(win, white, (enemy_pos[0], enemy_pos[1], enemy_size, enemy_size))
def draw_bullets(bullet_list):
for bullet in bullet_list:
pygame.draw.circle(win, bullet_color, (bullet[0], bullet[1]), bullet_radius)
def detect_collision(enemy_pos, bullet):
e_x = enemy_pos[0]
e_y = enemy_pos[1]
b_x = bullet[0]
b_y = bullet[1]
if (b_x >= e_x and b_x <= (e_x + enemy_size)) and (b_y >= e_y and b_y <= (e_y + enemy_size)):
return True
return False
def calculate_angle(player_pos, target_pos):
delta_x = target_pos[0] - player_pos[0]
delta_y = target_pos[1] - player_pos[1]
angle = math.atan2(delta_y, delta_x)
return angle
cross_pos = [0, 0]
bullet_delay = 0
bullet_delay_max = 15
paused = False
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.key == pygame.K_ESCAPE:
paused = True
if paused:
keys = pygame.key.get_pressed()
if keys[pygame.K_RETURN]:
paused = False
elif keys[pygame.K_q]:
game_over = True
if not paused:
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
player_pos[0] -= 5
if keys[pygame.K_RIGHT]:
player_pos[0] += 5
if keys[pygame.K_UP]:
player_pos[1] -= 5
if keys[pygame.K_DOWN]:
player_pos[1] += 5
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.copy()
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)
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)
if len(enemy_list) < 10:
x_pos = random.randint(0, width-enemy_size)
y_pos = 0
enemy_list.append([x_pos, y_pos])
for bullet in bullet_list:
bullet[0] += bullet[2]
bullet[1] += bullet[3]
collided_enemies = []
for enemy_pos in enemy_list:
for bullet in bullet_list:
if detect_collision(enemy_pos, (bullet[0], bullet[1])):
collided_enemies.append(enemy_pos)
bullet_list.remove(bullet)
score += 1
enemy_speed += 0.020
for enemy_pos in collided_enemies:
enemy_list.remove(enemy_pos)
if score < 10:
level = 1
elif score < 20:
level = 2
elif score < 30:
level = 3
else:
level = 4
draw_enemies(enemy_list)
show_score_level(score, level)
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()