# -*- coding = utf-8 -*-

import pygame
from pygame.locals import *
from sys import exit
from random import randint

SCREEN_WIDTH = 480
SCREEN_HEIGHT = 640

class Bullet1(pygame.sprite.Sprite):
    def __init__(self, bullet1_surface, bullet1_init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet1_surface
        self.rect = self.image.get_rect()
        self.rect.topleft = bullet1_init_pos
        self.speed = 8
    def update(self):
        self.rect.top -= self.speed
        if self.rect.bottom < 0:
            self.kill()

class Bullet2(pygame.sprite.Sprite):
    def __init__(self, bullet2_surface, bullet2_init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet2_surface
        self.rect = self.image.get_rect()
        self.rect.topleft = bullet2_init_pos
        self.speed = 8
    def update(self):
        self.rect.top += self.speed
        if self.rect.top > SCREEN_HEIGHT:
            self.kill()

class Hero(pygame.sprite.Sprite):
    def __init__(self, hero_surface, hero_init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = hero_surface
        self.rect = self.image.get_rect()
        self.rect.topleft = hero_init_pos
        self.speed = 6
        self.is_hit = 0
        self.bullets_1 = pygame.sprite.Group()
    def single_shoot(self, bullet1_surface):
        bullet_1 = Bullet1(bullet1_surface, self.rect.midtop)
        self.bullets_1.add(bullet_1)
    def move(self, offset):
        x = self.rect.left + offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
        y = self.rect.top + offset[pygame.K_DOWN] - offset[pygame.K_UP]
        if x < 0:
            self.rect.left = 0
        elif x > SCREEN_WIDTH - self.rect.width:
            self.rect.left = SCREEN_WIDTH - self.rect.width
        else:
            self.rect.left = x

        if y < 0:
            self.rect.top = 0
        elif y > SCREEN_HEIGHT - self.rect.height:
            self.rect.top = SCREEN_HEIGHT - self.rect.height
        else:
            self.rect.top = y

class Enemy1(pygame.sprite.Sprite):
    def __init__(self, enemy1_surface, enemy1_init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = enemy1_surface
        self.rect = self.image.get_rect()
        self.rect.topleft = enemy1_init_pos
        self.speed = 2
        self.down_index = 0
    def update(self):
        self.rect.top += self.speed
        if self.rect.top > SCREEN_HEIGHT:
            self.kill()

class Enemy2(pygame.sprite.Sprite):
    def __init__(self, enemy2_surface, enemy2_init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = enemy2_surface
        self.rect = self.image.get_rect()
        self.rect.topleft = enemy2_init_pos
        self.rect.midbottom = [self.rect.left+self.rect.width/2,self.rect.top+self.rect.height]
        self.speed = 2
        self.is_hit = 0
        self.down_index = 0
        self.bullets = pygame.sprite.Group()
    def update(self):
        self.rect.top += self.speed
        if self.rect.top > SCREEN_HEIGHT:
            self.kill()
    def single_shoot(self, bullet2_surface):
        bullet = Bullet2(bullet2_surface, self.rect.midbottom)
        self.bullets.add(bullet)

class Enemy3(pygame.sprite.Sprite):
    def __init__(self, enemy3_surface, enemy3_init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = enemy3_surface
        self.rect = self.image.get_rect()
        self.rect.topleft = enemy3_init_pos
        self.is_hit = 0
        self.down_index = 0


FRAME_RATE = 60
ANIMATE_CYCLE = 30

ticks = 0
ticks_enemy = 0
clock = pygame.time.Clock()
offset = {pygame.K_LEFT:0, pygame.K_RIGHT:0, pygame.K_UP:0, pygame.K_DOWN:0}

fps_enemy1 = 30
fps_enemy2 = 300
fps_enemy3 = 1799

hero_down_index = 1


pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
pygame.display.set_caption('planes\'war')

background = pygame.image.load('resources/image/background.png')
gameover = pygame.image.load('resources/image/gameover.png')
shoot_img = pygame.image.load('resources/image/shoot.png')


hero_surface = []
hero_surface.append(shoot_img.subsurface(pygame.Rect(0, 99, 102, 126)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(165, 360, 102, 126)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(165, 234, 102, 126)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(330, 624, 102, 126)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(330, 498, 102, 126)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(432, 624, 102, 126)))
hero_pos = [200, 500]


bullet1_surface = shoot_img.subsurface(pygame.Rect(1004, 987, 9, 21))
bullet2_surface = shoot_img.subsurface(pygame.Rect(69, 78, 9, 21))

enemy1_surface = shoot_img.subsurface(pygame.Rect(534, 612, 57, 43))
enemy1_down_surface = []
enemy1_down_surface.append(shoot_img.subsurface(pygame.Rect(267, 347, 57, 43)))
enemy1_down_surface.append(shoot_img.subsurface(pygame.Rect(873, 697, 57, 43)))
enemy1_down_surface.append(shoot_img.subsurface(pygame.Rect(267, 296, 57, 43)))
enemy1_down_surface.append(shoot_img.subsurface(pygame.Rect(930, 697, 57, 43)))

enemy2_surface = shoot_img.subsurface(pygame.Rect(0, 0, 69, 99))
enemy2_down_surface = []
enemy2_down_surface.append(shoot_img.subsurface(pygame.Rect(534, 655, 69, 95)))
enemy2_down_surface.append(shoot_img.subsurface(pygame.Rect(603, 655, 69, 95)))
enemy2_down_surface.append(shoot_img.subsurface(pygame.Rect(672, 653, 69, 95)))
enemy2_down_surface.append(shoot_img.subsurface(pygame.Rect(741, 653, 69, 95)))

enemy3_surface = shoot_img.subsurface(pygame.Rect(335, 750, 169, 258))
enemy3_down_surface = []
enemy3_down_surface.append(shoot_img.subsurface(pygame.Rect(0, 486, 165, 261)))
enemy3_down_surface.append(shoot_img.subsurface(pygame.Rect(0, 225, 165, 261)))
enemy3_down_surface.append(shoot_img.subsurface(pygame.Rect(839, 748, 165, 261)))
enemy3_down_surface.append(shoot_img.subsurface(pygame.Rect(165, 486, 165, 261)))
enemy3_down_surface.append(shoot_img.subsurface(pygame.Rect(673, 748, 165, 261)))
enemy3_down_surface.append(shoot_img.subsurface(pygame.Rect(0, 747, 165, 261)))
enemy3_pos = [150, 0]

hero = Hero(hero_surface[0], hero_pos)

enemy1_group = pygame.sprite.Group()
enemy1_down_group = pygame.sprite.Group()

enemy2_group = pygame.sprite.Group()
enemy2_down_group = pygame.sprite.Group()

enemy3_group = pygame.sprite.Group()
enemy3_down_group = pygame.sprite.Group()

score = 0

while True:
    clock.tick(FRAME_RATE)
    screen.blit(background, (0, 0))

    if ticks >= ANIMATE_CYCLE:
        ticks = 0


    if hero.is_hit >= 5:
        hero.kill()
        if ticks%(ANIMATE_CYCLE//2) == 0:
            hero_down_index += 1
        hero.image = hero_surface[hero_down_index]
        if hero_down_index == 5:
            break
    else:
        hero.image = hero_surface[ticks//(ANIMATE_CYCLE//2)]

    if ticks % 20 == 0:
        hero.single_shoot(bullet1_surface)
    hero.bullets_1.update()
    hero.bullets_1.draw(screen)


    if ticks_enemy % fps_enemy1 == 0:
        enemy1 = Enemy1(enemy1_surface, [randint(0, SCREEN_WIDTH - enemy1_surface.get_width()), -enemy1_surface.get_height()])
        enemy1_group.add(enemy1)
    enemy1_group.update()
    enemy1_group.draw(screen)

    if ticks_enemy % fps_enemy2 == 0:
        enemy2 = Enemy2(enemy2_surface, [randint(0, SCREEN_WIDTH - enemy1_surface.get_width()), -enemy1_surface.get_height()])
        enemy2_group.add(enemy2)
    enemy2_group.update()
    enemy2_group.draw(screen)
    for enemy2 in enemy2_group:
        if ticks_enemy % 90 == 0:
            enemy2.single_shoot(bullet2_surface)
        enemy2.bullets.update()
        enemy2.bullets.draw(screen)

    if ticks_enemy // fps_enemy3 == 1:
        enemy3 = Enemy3(enemy3_surface, enemy3_pos)
        enemy3_group.add(enemy3)
        fps_enemy1 = 15
        fps_enemy2 = 120
        ticks_enemy = 0
    enemy3_group.update()
    enemy3_group.draw(screen)

    if enemy1_down_group.add(pygame.sprite.groupcollide(enemy1_group, hero.bullets_1, True, True)):
        score += 50

    pygame.sprite.groupcollide(enemy2.bullets, hero.bullets_1, True, True)

    for enemy2 in enemy2_group:
        if enemy2.is_hit < 2:
            if pygame.sprite.groupcollide(enemy2_group, hero.bullets_1, False, True):
                enemy2.is_hit += 1
        else:
            enemy2_down_group.add(pygame.sprite.groupcollide(enemy2_group, hero.bullets_1, True, True))
            score += 500

    for enemy3 in enemy3_group:
        if enemy3.is_hit < 9:
            if pygame.sprite.groupcollide(enemy3_group, hero.bullets_1, False, True):
                enemy3.is_hit += 1
        else:
            enemy3_down_group.add(pygame.sprite.groupcollide(enemy3_group, hero.bullets_1, True, True))
            fps_enemy1 = 30
            fps_enemy3 = 300
            score += 5000

    for enemy1_down in enemy1_down_group:
        screen.blit(enemy1_down_surface[enemy1_down.down_index], enemy1_down.rect)
        if ticks % (ANIMATE_CYCLE//2) == 0:
            if enemy1_down.down_index < 3:
                enemy1_down.down_index += 1
            else:
                enemy1_down_group.remove(enemy1_down)

    for enemy2_down in enemy2_down_group:
        screen.blit(enemy2_down_surface[enemy2_down.down_index], enemy2_down.rect)
        if ticks % (ANIMATE_CYCLE//2) == 0:
            if enemy2_down.down_index < 3:
                enemy2_down.down_index += 1
            else:
                enemy2_down_group.remove(enemy2_down)

    for enemy3_down in enemy3_down_group:
        screen.blit(enemy3_down_surface[enemy3_down.down_index], enemy3_down.rect)
        if ticks % (ANIMATE_CYCLE//2) == 0:
            if enemy3_down.down_index < 5:
                enemy3_down.down_index += 1
            else:
                enemy3_down_group.remove(enemy3_down)


    enemy1_down_list = pygame.sprite.spritecollide(hero, enemy1_group, True)
    if len(enemy1_down_list) > 0:
        enemy1_down_group.add(enemy1_down_list)
        hero.is_hit += 1


    enemy2_down_list = pygame.sprite.spritecollide(hero, enemy2_group, True)
    if len(enemy2_down_list) > 0:
        enemy2_down_group.add(enemy2_down_list)
        hero.is_hit += 1


    if pygame.sprite.spritecollide(hero, enemy3_group, False):
        hero.is_hit += 5

    if pygame.sprite.spritecollide(hero, enemy2.bullets, True):
        hero.is_hit += 1

    screen.blit(hero.image, hero.rect)
    ticks += 1
    ticks_enemy += 1
    pygame.display.update()


    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()

        if event.type == pygame.KEYDOWN:
            if event.key in offset:
                offset[event.key] = hero.speed
        elif event.type == pygame.KEYUP:
            if event.key in offset:
                offset[event.key] = 0


    hero.move(offset)

font = pygame.font.SysFont("", 48)
text = font.render("Score: " + str(score), True, (255, 0, 0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx
text_rect.centery = screen.get_rect().centery - 50

screen.blit(gameover, (0, 0))
screen.blit(text, text_rect)

while True:
    pygame.display.update()
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()
