import pygame
import random
 
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)


# --- Classes
 
 
class Block(pygame.sprite.Sprite):
    """ This class represents the block. """
    def __init__(self, color):
        # Call the parent class (Sprite) constructor
        super().__init__()
 
        #self.image = pygame.Surface([20, 15])
        #self.image.fill(color)
        self.image = pygame.image.load("timmy.png").convert()
        self.image.set_colorkey(WHITE)
        self.image = pygame.transform.scale(self.image, (20, 15))        
 
        self.rect = self.image.get_rect()
    def update(self):
        """ Called each frame. """ 
        # Move block down one pixel
        self.rect.y += 1
        # If block is too far down, reset to top of screen.
        if self.rect.y > 410:
            self.rect.y = -20 
 
class Player(pygame.sprite.Sprite):
    """ This class represents the Player. """
 
    def __init__(self):
        """ Set up the player on creation. """
        # Call the parent class (Sprite) constructor
        super().__init__()
        self.image = pygame.image.load("player.png").convert()
        self.image.set_colorkey(BLACK)
        self.image = pygame.transform.scale(self.image, (20, 20))
        self.rect = self.image.get_rect()

class Bullet(pygame.sprite.Sprite):
    """ This class represents the bullet . """
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("perfectBullet.png").convert()
        self.image.set_colorkey(WHITE)
        self.image = pygame.transform.scale(self.image, (4, 10))          
        self.rect = self.image.get_rect()
    def update(self):
        """ Move the bullet. """
        self.rect.y -= 3
 
 
# --- Create the window
 
# Initialize Pygame
pygame.init()

# Set the height and width of the screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])
background_image = pygame.image.load("saturn_family1.jpg").convert()

click_sound = pygame.mixer.Sound("laser5.ogg")
hit_sound = pygame.mixer.Sound("stopIt.ogg")

font = pygame.font.SysFont('Calibri', 25, True, False)
# --- Sprite lists
 
# This is a list of every sprite. All blocks and the player block as well.
all_sprites_list = pygame.sprite.Group()
 
# List of each block in the game
block_list = pygame.sprite.Group()
 
# List of each bullet
bullet_list = pygame.sprite.Group()
 
# --- Create the sprites
 
for i in range(50):
    # This represents a block
    block = Block(BLUE)
 
    # Set a random location for the block
    block.rect.x = random.randrange(screen_width)
    block.rect.y = random.randrange(150)
 
    # Add the block to the list of objects
    block_list.add(block)
    all_sprites_list.add(block)
 
# Create a red player block
player = Player()
all_sprites_list.add(player)
 
# Loop until the user clicks the close button.
done = False
 
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
 
score = 0
player.rect.y = 370

# Count the joysticks the computer has
joystick_count = pygame.joystick.get_count()
if joystick_count == 0:
    # No joysticks!
    print("Error, I didn't find any joysticks.")
else:
    print("joystick count is")
    print(joystick_count)
    # Use joystick #0 and initialize it
    my_joystick = pygame.joystick.Joystick(0)
    my_joystick.init()

# -------- Main Program Loop -----------
while not done:
    # --- Event Processing
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
 
        #elif event.type == pygame.MOUSEBUTTONDOWN:
        elif event.type == pygame.JOYBUTTONDOWN:
            # Fire a bullet if the user clicks the mouse button
            bullet = Bullet()
            # Set the bullet so it is where the player is
            bullet.rect.x = player.rect.x
            bullet.rect.y = player.rect.y
            # Add the bullet to the lists
            all_sprites_list.add(bullet)
            bullet_list.add(bullet)
            click_sound.play()
 
    # --- Game logic
 
    # Call the update() method on all the sprites
    all_sprites_list.update()
    if joystick_count != 0:
        horiz_axis_pos = my_joystick.get_axis(0)
        player.rect.x = player.rect.x + int(horiz_axis_pos * 10)
        if player.rect.x < 0:
            player.rect.x = 0
        if player.rect.x > 675:
            player.rect.x = 675                        
    # Calculate mechanics for each bullet
    for bullet in bullet_list:
 
        # See if it hit a block
        block_hit_list = pygame.sprite.spritecollide(bullet, block_list, True)
 
        # For each block hit, remove the bullet and add to the score
        for block in block_hit_list:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
            hit_sound.play()
            score += 1
            print(score)
 
        # Remove the bullet if it flies up off the screen
        if bullet.rect.y < -10:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
 
    # --- Draw a frame
 
    # Clear the screen
    #screen.fill(WHITE)
    screen.blit(background_image, [0, 0])
    
    text = font.render("Score: " + str(score), True, RED)
    screen.blit(text, [550, 10])

    # Draw all the spites
    all_sprites_list.draw(screen)
 
    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()
 
    # --- Limit to 20 frames per second
    #clock.tick(60)
    #the higher the number the faster
    clock.tick(20)
pygame.quit()