import pygame

# Загрузка спрайтов движения
def load_movement_sprites(prefix, num_sprites):
    sprite_list = []
    for i in range(1, num_sprites + 1):
        filename = f"{prefix}{i}.png"
        sprite = pygame.image.load(filename)
        sprite_list.append(sprite)
    return sprite_list

# Спрайты игрока
player_image = pygame.image.load("player.png")
forward_sprites = load_movement_sprites("forward", 5)
backward_sprites = load_movement_sprites("backward", 5)
left_sprites = load_movement_sprites("left", 5)
right_sprites = load_movement_sprites("right", 5)

# Игрок
class Player:
    def __init__(self, x, y):
        self.x = x
        self.y = y
        self.image = player_image
        self.movement_sprites = {
            'forward': forward_sprites,
            'backward': backward_sprites,
            'left': left_sprites,
            'right': right_sprites
        }
        self.current_sprite_index = 0
        self.current_movement = 'forward'

    def update_position(self, dx, dy):
        self.x += dx
        self.y += dy

    def change_movement(self, direction):
        self.current_movement = direction

    def draw(self):
        screen.blit(self.movement_sprites[self.current_movement][self.current_sprite_index], (self.x, self.y))

# Камера
class Camera:
    def __init__(self, width, height):
        self.width = width
        self.height = height
        self.x = 0
        self.y = 0
        self.follow_player = True

    def apply(self, target_rect):
        return target_rect.move(self.x, self.y)

    def update(self, target):
        if self.follow_player:
            self.x = -target.x + self.width // 2
            self.y = -target.y + self.height // 2

# Стена
class Wall(pygame.sprite.Sprite):
    def __init__(self, color, size, pos):
        super().__init__()
        self.image = pygame.Surface(size)
        self.image.fill(color)
        self.rect = self.image.get_rect(center=pos)

# Кнопка
class Button:
    def __init__(self, up_image_path, over_image_path, position):
        self.up_image = pygame.image.load(up_image_path)
        self.over_image = pygame.image.load(over_image_path)
        self.image = self.up_image
        self.rect = self.image.get_rect(topleft=position)
        self.mask = pygame.mask.from_surface(self.image)

    def is_hovered(self, mouse_pos):
        return self.rect.collidepoint(mouse_pos) and self.mask.get_at((mouse_pos[0] - self.rect.x, mouse_pos[1] - self.rect.y))

    def update(self, mouse_pos):
        if self.is_hovered(mouse_pos):
            self.image = self.over_image
        else:
            self.image = self.up_image

# Класс игрового состояния
class GameState:
    MENU = 0
    GAMEPLAY = 1

# Инициализация Pygame
pygame.init()

# Настройки
FPS = 60
BACKGROUND_IMAGE = "background.png"
FONT, SIZE = 'comicsansms', 14

# Информация о экране
screen_info = pygame.display.Info()
screen = pygame.display.set_mode((1920, 1080), pygame.FULLSCREEN)
pygame.display.set_caption('Hell Circus')
programIcon = pygame.image.load('icon.png')
pygame.display.set_icon(programIcon)

# Шрифт
font = pygame.font.SysFont(FONT, SIZE)

# Часы и время
clock = pygame.time.Clock()
deltatime = 0
running = True

# Кнопки
play_button = Button("play1.png", "play2.png", (125, 3))
continue_button = Button("continue1.png", "continue2.png", (110, 3))
menu_button = Button("menu1.png", "menu2.png", (95, 3))

# Стены, тут надо всё менять
walls = pygame.sprite.Group(Wall("white", (1280, 20), (640, 0)), Wall("white", (1280, 20), (640, 720)),
          Wall("white", (20, 720), (0, 360)), Wall("white", (1280, 20), (1280, 720)),
          Wall("white", (200, 20), (640, 360)), Wall("white", (20, 200), (640, 360)),
          Wall("white", (1280, 20), (1280, 320)))

# Класс персонажа
class Character(pygame.sprite.Sprite):
    def __init__(self, x, y, width, height, color, name):
        super().__init__()
        self.image = pygame.Surface((width, height))
        self.image.fill(color)
        self.rect = self.image.get_rect(topleft=(x, y))
        self.name = name

# Класс игрока
class Player(pygame.sprite.Sprite):
    def __init__(self, x, y, width, height, color):
        super().__init__()
        self.image = pygame.Surface((width, height))
        self.image.fill(color)
        self.rect = self.image.get_rect(topleft=(x, y))

# Камера
camera = Camera(1920, 1080)

player = Player(200, 200, 50, 50, (255, 0, 0))
character1 = Character(200, 200, 50, 50, "red", "Character 1")
character2 = Character(400, 300, 50, 50, "blue", "Character 2")

# Группы спрайтов
character_sprites = pygame.sprite.Group(character1, character2)
player_sprite = pygame.sprite.Group(player)

# Игровое состояние
current_state = GameState.MENU

while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                running = False

            if current_state == GameState.MENU:
                if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                    mouse_x, mouse_y = pygame.mouse.get_pos()
                    if play_button.is_hovered((mouse_x, mouse_y)):
                        # Переход в игровой режим
                        current_state = GameState.GAMEPLAY

        elif current_state == GameState.GAMEPLAY:
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_e:
                    nearest_character = min(character_sprites, key=lambda c: pygame.math.Vector2(c.rect.center).distance_to(player.rect.center))
                    distance = pygame.math.Vector2(nearest_character.rect.center).distance_to(player.rect.center)

                    if distance < 100:
                        print(f"Interacted with {nearest_character.name}")

    keys = pygame.key.get_pressed()
    if keys[pygame.K_e]:
        camera.follow_player = not camera.follow_player

    if camera.follow_player:
        camera.update(player.rect)

    background_img_image = pygame.image.load(BACKGROUND_IMAGE).convert_alpha()
    screen.blit(background_img_image, (0, 0))

    if current_state == GameState.MENU:
        screen.blit(play_button.image, play_button.rect)
        screen.blit(continue_button.image, continue_button.rect)
        screen.blit(menu_button.image, menu_button.rect)

        mouse_pos = pygame.mouse.get_pos()

        play_button.update(mouse_pos)
        continue_button.update(mouse_pos)
        menu_button.update(mouse_pos)

    elif current_state == GameState.GAMEPLAY:
        # Обновить игрока
        player.update_position(5, 0)
        player.change_movement('right')
        player.draw()

        for sprite in character_sprites:
            screen.blit(sprite.image, camera.apply(sprite.rect))

        for sprite in player_sprite:
            screen.blit(sprite.image, camera.apply(sprite.rect))

    pygame.display.flip()
    deltatime = clock.tick(FPS) / 1000

    screen.fill("black")

pygame.quit()