import pygame
import random

pygame.init()

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLACK = (0, 0, 0)
CELL_SIZE = 40

maze = [
    "XXXXXXXXXXXXXXXXXXXXX",
    "X     X   X   X   X X",
    "X XXXXX XXX X X X X X",
    "X       X X X X X X X",
    "X XXX X X X X X X X X",
    "X X   X X X   X   X X",
    "X X XXXXXX XXX XXX X X",
    "X X       X     X X X",
    "X XXX X XXXXXXXXX X X",
    "X   X X         X X X",
    "X X X XXXXXXXXX X X X",
    "X X X         X X   X",
    "X X XXX XXXXX X XXX X",
    "X X     X     X   X X",
    "X XXXXX XXXXXXXXX X X",
    "X     X         X   X",
    "XXXXX XXXXXXXXXXXXX X",
    "X     X             X",
    "XXXXXXXXXXXXXXXXXXXXX",
]

screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Cheese Maze")

class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.Surface((CELL_SIZE, CELL_SIZE))
        self.image.fill(RED)
        self.rect = self.image.get_rect()
        self.rect.topleft = (CELL_SIZE, CELL_SIZE)

    def move(self, dx, dy):
        if self.is_valid_move(dx, dy):
            self.rect.x += dx
            self.rect.y += dy

    def is_valid_move(self, dx, dy):
        new_rect = self.rect.move(dx, dy)
        for y, row in enumerate(maze):
            for x, cell in enumerate(row):
                if cell == "X" and new_rect.colliderect(pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)):
                    return False
        return True

class Cheese(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.Surface((CELL_SIZE // 2, CELL_SIZE // 2))
        self.image.fill((255, 255, 0))  
        self.rect = self.image.get_rect()
        self.generate_random_position()

    def generate_random_position(self):
        while True:
            x = random.randint(1, 18)
            y = random.randint(1, 13)
            if maze[y][x] != "X":
                self.rect.topleft = (x * CELL_SIZE, y * CELL_SIZE)
                break

all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
cheeses = pygame.sprite.Group()
for _ in range(10):  
    cheese = Cheese()
    all_sprites.add(cheese)
    cheeses.add(cheese)

running = True
clock = pygame.time.Clock()
while running:
    
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    keys = pygame.key.get_pressed()
    dx, dy = 0, 0
    if keys[pygame.K_LEFT]:
        dx = -CELL_SIZE
    if keys[pygame.K_RIGHT]:
        dx = CELL_SIZE
    if keys[pygame.K_UP]:
        dy = -CELL_SIZE
    if keys[pygame.K_DOWN]:
        dy = CELL_SIZE
    player.move(dx, dy)

    collisions = pygame.sprite.spritecollide(player, cheeses, True)
    for cheese in collisions:
        print("You collected a cheese!")

    screen_x = max(0, min(player.rect.x - SCREEN_WIDTH // 2, (len(maze[0]) - 1) * CELL_SIZE - SCREEN_WIDTH))
    screen_y = max(0, min(player.rect.y - SCREEN_HEIGHT // 2, (len(maze) - 1) * CELL_SIZE - SCREEN_HEIGHT))
    screen_rect = pygame.Rect(screen_x, screen_y, SCREEN_WIDTH, SCREEN_HEIGHT)

    screen.fill(BLACK)
    for y, row in enumerate(maze):
        for x, cell in enumerate(row):
            if cell == "X":
                pygame.draw.rect(screen, WHITE, (x * CELL_SIZE - screen_x, y * CELL_SIZE - screen_y, CELL_SIZE, CELL_SIZE))
    for sprite in all_sprites:
        screen.blit(sprite.image, sprite.rect.move(-screen_x, -screen_y))
    pygame.display.flip()

    clock.tick(10)

pygame.quit()