import time
import pygame
import random
import os


BLUE = (0 , 0 , 255)
RED = (255,0,0)
GREEN =(0,255,0)
WHITE = (255,255,255)
BLACK = (0,0,0)
WIDTH ,HEIGH = 800 , 200

game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder,'png')
player_img = pygame.image.load(os.path.join(img_folder,"чел1.png" ))
mob_img = pygame.image.load(os.path.join(img_folder,"зомби1 (1).png" ))
Bul = pygame.image.load(os.path.join(img_folder,"пуля(1).png" ))

class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = Bul
        self.rect = self.image.get_rect()
        self.rect.left = x
        self.rect.centery = y
        self.speed = 10
    def update(self):
        self.rect.x += self.speed
        if self.rect.bottom < 0:
            self.kill()

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 = (WIDTH/2,HEIGH/2)

    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
        self.speedy = 0
        if keystate[pygame.K_UP]:
            self.speedy = -8
        if keystate[pygame.K_DOWN]:
            self.speedy = 8
        self.rect.y += self.speedy
        if self.rect.bottom > HEIGH:
            self.rect.bottom = HEIGH
        if self.rect.top < 0:
            self.rect.top = 0

    def shoot(self):
        bullet = Bullet(self.rect.x, self.rect.centery)
        all_sprites.add(bullet)
        bullets.add(bullet)

class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = mob_img
        self.rect = self.image.get_rect()
        self.rect.y = random.randrange(0, HEIGH - self.rect.height)
        self.rect.x = random.randrange(WIDTH, WIDTH + 1000)
        #self.rect.y = random.randrange(-50,-30)
        self.speedx = -8
        #self.speedy = random.randint(0,8)
    def update(self):
        self.rect.x += self.speedx
        if self.rect.left < 30:
            self.rect.y = random.randrange(0, HEIGH - self.rect.height)
            self.rect.x = random.randrange(WIDTH, WIDTH + 1000)
            #self.rect.y = random.randrange(-50,-30)
            #self.speedy = random.randint(-8,8)
            self.speedx = -8
#class Varg(pygame.sprite.Sprite):
    #def __init__(self):
        #pygame.sprite.Sprite.__init__(self)
        #self.image = pygame.Surface((70, 30))
        #self.image.fill(RED)
        #self.rect = self.image.get_rect()
        #self.rect.center = (WIDTH / 3, HEIGH / 2)




all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
#varg = Varg()
all_sprites.add(player)
#all_sprites.add(varg)
for i in  range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

FPS = 60
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH ,HEIGH))
clock = pygame.time.Clock()
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.groupcollide(mobs,bullets,True,True)
    for hit in hits:
        m = Mob()
        all_sprites.add(m)
        mobs.add(m)

    hits = pygame.sprite.spritecollide(player,mobs,False)
    if hits:
        running = False



    all_sprites.update()
    screen.fill((255, 255, 255))
    all_sprites.draw(screen)
    pygame.display.flip()

pygame.quit()