import random

import pygame

WIDTH = 480
HEIGHT = 600
FPS = 60

WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
DarkSlateGrey = (47,79,79)

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((70, 35))
        self.image.fill(RED)
        self.rect = self.image.get_rect()
        self.rect.centerx = WIDTH/2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0
        self.speedy = 0
    def update(self):
        self.speedx = 0
        self.speedy = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx -= 8
        if keystate[pygame.K_RIGHT]:
            self.speedx += 8
        if keystate[pygame.K_UP]:
            self.speedy -= 1
        if keystate[pygame.K_DOWN]:
            self.speedy += 1
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.bottom < HEIGHT:
            self.rect.bottom = HEIGHT
            def shoot(self):
        bullet = Bullet(self.rect.centerx, self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)



class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((10, 20))
        self.image.fill(WHITE)
        self.rect=self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -100
    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()


class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((30, 40))
        self.image.fill(RED)
        self.rect = self.image.get_rect()

        self.rect.x = random.randrange(WIDTH)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(1, 8)
        self.speedx = random.randrange(-3, 3)

        def update(self):
            self.rect.y += self.speedy
            self.rect.x += self.speedx
            if self.rect.top > HEIGHT +10 or self.rect.left <-25 or self.rect.right> WIDTH+20:
                self.rect.x = random.randrange(WIDTH)
                self.rect.y = random.randrange(-100, -40)
                self.speedy = random.randrange(1, 8)







pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("my game")
clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
bullets = pygame.sprite.Group()

running = True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()
    all_sprites.update()
    screen.fill(BLUE)
    all_sprites.draw(screen)
    #pygame.draw.circle(screen,(0,0,0), (180,240), (100))
    pygame.display.flip()


    hits = pygame.sprite.groupcollide(mobs, bullets, True, False)
    for

    hits = pygame.sprite.spritecollide(player, mobs, False)
    if hits:
        running = False



pygame.quit()