import pygame
import random
from os import path
#kamina = pygame.key.get_pressed()#
#class Player(pygame.sprite.Sprite):#
#class Pulka(pygame.sprite.Sprite):#
#class Nishie(pygame.sprite.Sprite):#
#clock = pygame.time.Clock()#
#be = pygame.sprite.Group()#
#Pulkas = pygame.sprite.Group()#


img_dir = path.join(path.dirname(__file__), "img")


wight = 1280
height = 850
fps = 60

white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
skyblue = (135, 206, 235)

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
       #self.image = pygame.Surface((120,80))#
        self.image = player_img
        #self.image.fill(skyblue)#
        self.rect = self.image.get_rect()
        self.rect.centerx = wight/2
        self.rect.bottom = height - 10
        self.speedx = 0
        self.speedy = 0

    def update(self):
        self.speedx = 0
        self.speedy = 0
        self.rect.x -= self.speedx
        kamina = pygame.key.get_pressed()
        if kamina[pygame.K_LEFT]:
            self.speedx -= 20
            self.rect.x += self.speedx
        if kamina[pygame.K_RIGHT]:
            self.speedx += 20
            self.rect.x += self.speedx
        if kamina[pygame.K_UP]:
            self.speedy -= 20
            self.rect.y += self.speedy
        if kamina[pygame.K_DOWN]:
            self.speedy += 20
            self.rect.y += self.speedy
        if self.rect.right > wight:
            self.rect.right = wight
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.bottom > height:
            self.rect.bottom = height
        if self.rect.top < 0:
            self.rect.top = 0

    def shoot(self):
        pulka = Pulka(self.rect.centerx, self.rect.top)
        be.add(pulka)
        Pulkas.add(pulka)


class Pulka(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((10,20))
        self.image.fill(black)
        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 Nishie(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        #self.image = pygame.Surface((80,60))
        #self.image.fill(black)
        self.image = mob_img
        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(wight)
        self.rect.y = random.randrange(-100,-40)
        self.speedy = random.randrange(1,8)

 

    def update(self):
        self.rect.y += self.speedy

        if self.rect.top > height + 10 or self.rect.left <-25 or self.rect.right>wight+20:
            self.rect.x = random.randrange(wight)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 8)


new_width = 400
new_height = 500
player_img = pygame.image.load(path.join(img_dir, "player1.png"))
mob_img = pygame.image.load(path.join(img_dir, "mob1.png"))
mob_img = pygame.transform.scale(mob_img,(300,250))
player_img = pygame.transform.scale(player_img, (new_width, new_height))

pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((wight, height))
pygame.display.set_caption ("Valera.com")
clock = pygame.time.Clock()
be = pygame.sprite.Group()
Pulkas = pygame.sprite.Group()
player = Player()
be.add(player)

all_sprites = pygame.sprite.Group()

Nish = pygame.sprite.Group()



for i in range(10):
    n = Nishie()
    be.add(n)
    Nish.add(n)


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()



    hits = pygame.sprite.spritecollide(player, Nish,  False)
    if hits:
        running = True


    hits = pygame.sprite.groupcollide(Nish,Pulkas, True, True)
    for hit in hits:
        n = Nishie()
        be.add(n)
        Nish.add(n)


    be.update()
    screen.fill(blue)
    be.draw(screen)
    #pygame.draw.circle(screen,(0,0,0), (180,240), (100))
    pygame.display.flip()

pygame.quit()