import random
import pygame
import os


WIDHT = 1920
HEIGHT = 1080
FPS = 60

game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder, "images")
player_img = pygame.image.load(os.path.join(img_folder, "player.png"))
vrag_img = pygame.image.load(os.path.join(img_folder, "vrag.png"))
bullet_img = pygame.image.load(os.path.join(img_folder, "bullet.png"))

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)



class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = player_img
        self.rect = self.image.get_rect()
        self.rect.center = (WIDHT / 2, HEIGHT / 2)
        self.direction = 0
        self.speedx = 0
        self.speedy = 0
    def update(self):
        # другой код
        # if self.direction == 0:
        #     self.rect.x += self.speed
        #     if self.rect.right >= WIDHT:
        #         self.rect.right = WIDHT
        #         self.direction = 1
        # elif self.direction == 1:
        #     self.rect.y -= self.speed
        #     if self.rect.top <= 0:
        #         self.rect.top = 0
        #         self.direction = 2
        # elif self.direction == 2:
        #     self.rect.x -= self.speed
        #     if self.rect.left <= 0:
        #         self.rect.left = 0
        #         self.direction = 3
        # elif self.direction == 3:
        #     self.rect.y += self.speed
        #     if self.rect.bottom >= HEIGHT:
        #         self.rect.bottom = HEIGHT
        #         self.direction = 0
        self.speedx = 0
        self.speedy = 0
        key = pygame.key.get_pressed()
        if key[pygame.K_LEFT] or key[pygame.K_a]:
            self.speedx = -10
        if key[pygame.K_RIGHT] or key[pygame.K_d]:
            self.speedx = 10
        if key[pygame.K_UP] or key[pygame.K_w]:
            self.speedy = -10
        if key[pygame.K_DOWN] or key[pygame.K_s]:
            self.speedy = 10
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.right > WIDHT:
            self.rect.right = WIDHT
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.top < 0:
            self.rect.top = 0
        if self.rect.bottom > HEIGHT:
            self.rect.bottom = HEIGHT
    def shoot(self):
        bullet = Bullet(self.rect.centerx, self.rect.top)
        all_stripes.add(bullet)
        bullets.add(bullet)


class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -10
    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()


class Vrag(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = vrag_img
        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(0, WIDHT - self.rect.width)
        self.rect.y = random.randrange(-50, -30)
        self.speedx = random.randint(-8, 8)
        self.speedy = random.randint(0, 8)
    def update(self):
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.left > WIDHT or self.rect.right < 0 or self.rect.top > HEIGHT:
            self.rect.x = random.randrange(WIDHT - self.rect.width)
            self.rect.y = random.randrange(-50, -30)
            self.speedx = random.randint(-8, 8)
            self.speedy = random.randint(0, 8)




pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDHT, HEIGHT))
pygame.display.set_caption("абугага")
clock = pygame.time.Clock()

bullets = pygame.sprite.Group()
all_stripes = pygame.sprite.Group()
vrag = pygame.sprite.Group()
player = Player()
all_stripes.add(player)

for i in range(8):
    v = Vrag()
    all_stripes.add(v)
    vrag.add(v)

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 or event.key == pygame.K_KP1 or event.key == pygame.K_KP2 or event.key == pygame.K_KP3 or event.key == pygame.K_KP4 or event.key == pygame.K_KP5 or event.key == pygame.K_KP6 or event.key == pygame.K_KP7 or event.key == pygame.K_KP8 or event.key == pygame.K_KP9 or event.key == pygame.K_KP0:
                player.shoot()
    all_stripes.update()

    hits = pygame.sprite.spritecollide(player, vrag, False)
    if hits:
        running = False
    hits = pygame.sprite.groupcollide(vrag, bullets, True, True)
    if hits:
        v = Vrag()
        all_stripes.add(v)
        vrag.add(v)

    screen.fill(RED)
    all_stripes.draw(screen)
    pygame.display.flip()

pygame.quit()