import random

import pygame
import os
#game_folder = os.path.dirname(__file__)
#img_folder = os.path.join(game_folder, 'img')
WIDTH = 1840
HEIGHT = 1000
FPS = 30
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
VIALET = (238, 130, 238)
class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((60,50))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH/2, HEIGHT/2)
        self.rect.bottom = HEIGHT - 10
        self.speedx = 1

    def update(self):
        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx -= 8
        if keystate[pygame.K_RIGHT]:
            self.speedx += 8
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0
    def shoot(self):
        kolt = Kolt(self.rect.centerx, self.rect.top)
        all_sprites.add(Kolt)
        kolts.add(kolt)


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, 8)


    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)



class Kolt(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image.fill(BLUE)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.bottom = x
    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()








pygame.init()
pygame.mixer.init()
screen = pygame.display. set_mode((WIDTH, HEIGHT))
pygame.display.set_caption ("popa")
clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)



running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
    all_sprites.update()
    screen.fill(WHITE)
    all_sprites.draw(screen)
    pygame.display.flip()
    clock.tick(FPS)
    pygame.draw.circle(screen,(BLACK),(100,100), (100))
pygame.quit()