import pygame
import random
import os

WIDTH = 1000
LENGTH = 1000
game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder, "img")
pl_img = pygame.image.load(os.path.join(img_folder, "sprite_0.png"))
new_pl_img = pygame.transform.scale(pl_img, (100, 100))
FPS = 30
RED = 249, 0, 0

class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 50))
        self.image.fill(RED)
        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-50, -30)
        self.speedx = random.randrange(-8, 8)
        self.speedy = random.randrange(0, 8)
    def update(self):
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.top > LENGTH + 10 or self.rect.left < 30 or self.rect.right > WIDTH + 30:
            self.rect.y = random.randrange(WIDTH - self.rect.width)
            self.rect.y = random.randrange(-50, -30)
            self.speedy = random.randint(-8, 8)
            self.speedx = random.randint(0, 8)


class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((10,20))
        self.image.fill((255, 25, 255))
        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 < -10:
            self.kill()

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = new_pl_img
        self.rect = self.image.get_rect()
        self.rect.center =(WIDTH / 2, LENGTH / 2)
        self.direction = 0
        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 = -8
        if keystate [pygame.K_DOWN]:
            self.speedy = 8
        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.top < 0:
            self.rect.top = 0
        if self.rect.bottom > LENGTH:
            self.rect.bottom = LENGTH
    def shoot(self):
        bullet = Bullet(self.rect.centerx, self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)


all_sprites = pygame.sprite.Group()
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, LENGTH))
pygame.display.set_caption("My game")
clock = pygame.time.Clock()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
mobs = pygame.sprite.Group()

for i in range(20):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)


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, mobs, False)
    if hits:
        running = False

    hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
    for hit in hits:
        all_sprites.add(m)
        mobs.add(m)

    all_sprites.update()
    screen.fill((184, 227, 102))
    all_sprites.draw(screen)
    pygame.display.flip()


pygame.quit()


