import pygame
import sys
import os
import random

# Initialize Pygame
pygame.init()
pygame.mixer.init()

# Constants
WIDTH, HEIGHT = 800, 600
PADDLE_WIDTH, PADDLE_HEIGHT = 100, 10
PADDLE_SPEED = 10
BRICK_WIDTH, BRICK_HEIGHT = 80, 20
BRICK_ROWS = 4
BRICK_COLS = 10
LINE_HEIGHT = 5
CUPCAKE_WIDTH, CUPCAKE_HEIGHT = 30, 30
FOOTBALL_WIDTH, FOOTBALL_HEIGHT = 40, 40
TROLLFACE_WIDTH, TROLLFACE_HEIGHT = 50, 50

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
PURPLE = (128, 0, 128)
GREEN = (0, 255, 0)

# Load additional sound files
sound_files = {
    "wearethechampions.mp3": "win_sound",
    "waltzn2.mp3": "bg_music",
    "dishesfall.mp3": "fall_sound",
    "boing.wav": "boing_sound",
    "glassbreaking.mp3": "block_sound",
    "lookatthisdude.mp3": "death_sound",
    "chew.wav": "chew_sound",
    "meow.mp3": "meow_sound",
    "rimshot.mp3": "rimshot_sound"
}

for file, name in sound_files.items():
    if os.path.exists(file):
        globals()[name] = pygame.mixer.Sound(file)

# Create the game window
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Arkanoid")

# Load beach background image
background_image = pygame.image.load("beach.jpg").convert()
background_image = pygame.transform.scale(background_image, (WIDTH, HEIGHT))

# Load cupcake image
cupcake_original_image = pygame.image.load("cupcake.png").convert_alpha()
cupcake_image = pygame.transform.scale(cupcake_original_image, (CUPCAKE_WIDTH, CUPCAKE_HEIGHT))

# Load football image
football_original_image = pygame.image.load("football.png").convert_alpha()
football_image = pygame.transform.scale(football_original_image, (FOOTBALL_WIDTH, FOOTBALL_HEIGHT))

# Load trollface image
trollface_original_image = pygame.image.load("trollface.png").convert_alpha()
trollface_image = pygame.transform.scale(trollface_original_image, (TROLLFACE_WIDTH, TROLLFACE_HEIGHT))

# Load character images
characters = {
    "Purple Cat": pygame.image.load("cat.png").convert_alpha(),
    "Orange Cat": pygame.image.load("orangecat.jpg").convert_alpha(),
    "Cool Tomato": pygame.image.load("tomato.png").convert_alpha(),
    "Confused Lemon": pygame.image.load("lemon.jpg").convert_alpha()
}

# Constants for character selection
CHARACTER_WIDTH, CHARACTER_HEIGHT = 100, 100
CHARACTER_SPACING = 50
CHARACTER_Y = HEIGHT // 2 - CHARACTER_HEIGHT // 2
CHARACTER_OPTIONS = [{"name": name, "image": pygame.transform.scale(image, (CHARACTER_WIDTH, CHARACTER_HEIGHT))}
                     for name, image in characters.items()]
SELECT_CHAR_FONT = pygame.font.Font(None, 36)
SELECT_CHAR_TEXT = SELECT_CHAR_FONT.render("Select your character:", True, WHITE)
SELECT_CHAR_TEXT_POS = SELECT_CHAR_TEXT.get_rect(center=(WIDTH // 2, HEIGHT // 4))

# Variables for character selection
selected_character_index = 0
selected_character_rect = pygame.Rect(0, 0, CHARACTER_WIDTH + 10, CHARACTER_HEIGHT + 10)
selected_character_rect.center = (WIDTH // 2, CHARACTER_Y + CHARACTER_HEIGHT // 2)

# Function to draw character options
def draw_character_options():
    character_x = (WIDTH - (CHARACTER_WIDTH + CHARACTER_SPACING) * len(CHARACTER_OPTIONS)) // 2
    for i, option in enumerate(CHARACTER_OPTIONS):
        character_rect = pygame.Rect(character_x, CHARACTER_Y, CHARACTER_WIDTH, CHARACTER_HEIGHT)
        pygame.draw.rect(screen, WHITE, character_rect, 2)
        if i == selected_character_index:
            pygame.draw.rect(screen, RED, character_rect, 2)
        screen.blit(option["image"], (character_x + 5, CHARACTER_Y + 5))
        character_x += CHARACTER_WIDTH + CHARACTER_SPACING

# Function to handle character selection
def handle_character_selection():
    global selected_character_index
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                selected_character_index = (selected_character_index - 1) % len(CHARACTER_OPTIONS)
            elif event.key == pygame.K_RIGHT:
                selected_character_index = (selected_character_index + 1) % len(CHARACTER_OPTIONS)
            elif event.key == pygame.K_RETURN:
                return CHARACTER_OPTIONS[selected_character_index]["image"]

# Main loop for character selection screen
while True:
    screen.fill(BLACK)
    screen.blit(SELECT_CHAR_TEXT, SELECT_CHAR_TEXT_POS)
    draw_character_options()
    pygame.display.flip()
    selected_character_image = handle_character_selection()
    if selected_character_image:
        break

# Set the selected character image
cat_image = selected_character_image
CAT_WIDTH, CAT_HEIGHT = cat_image.get_size()

# Create the paddle
paddle = pygame.Rect((WIDTH - PADDLE_WIDTH) // 2, HEIGHT - PADDLE_HEIGHT - 20, PADDLE_WIDTH, PADDLE_HEIGHT)

# Create the ball (cat)
cat_rect = cat_image.get_rect(center=(WIDTH // 2, HEIGHT // 2))
cat_speed = [5, 5]  # Cat movement speed

# Create death line
line = pygame.Rect(0, HEIGHT - LINE_HEIGHT, WIDTH, LINE_HEIGHT)

# Create bricks
bricks = []
for row in range(BRICK_ROWS):
    for col in range(BRICK_COLS):
        brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
        bricks.append(brick)

# Create a list to hold falling cupcakes
falling_cupcakes = []

# Create a list to hold falling footballs
falling_footballs = []

# Create a list to hold falling trollfaces
falling_trollfaces = []

# Scoring
score = 0
font = pygame.font.Font(None, 36)

# Lives
lives = 9  # Start with 9 lives

# Game Over flag and text
game_over = False
game_started = False
game_over_text = font.render("Game Over", True, WHITE)
game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))

# Winning flag and text
winning = False
winning_text = font.render("YOU WON!", True, WHITE)
winning_rect = winning_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))

# Flags for paddle movement
move_left = False
move_right = False

# Event to spawn falling objects
SPAWN_OBJECTS = pygame.USEREVENT + 1
pygame.time.set_timer(SPAWN_OBJECTS, 5000)  # Spawn objects every 5 seconds

# Function to draw heart
def draw_heart(surface, color, pos):
    # Draw filled heart
    pygame.draw.polygon(surface, color, [(pos[0] + 5, pos[1] + 10), (pos[0] + 10, pos[1] + 5), (pos[0] + 15, pos[1] + 10), 
                                          (pos[0] + 20, pos[1] + 5), (pos[0] + 25, pos[1] + 10), (pos[0] + 15, pos[1] + 25),
                                          (pos[0], pos[1] + 10)])

class FallingObject:
    def __init__(self, image, width, height, speed):
        self.image = image
        self.width = width
        self.height = height
        self.x = random.randint(0, WIDTH - self.width)
        self.y = 0 - self.height
        self.speed = speed

    def update(self):
        self.y += self.speed  # Adjust the falling speed as needed

    def draw(self, surface):
        surface.blit(self.image, (self.x, self.y))

# Main game loop
while not game_over:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                move_left = True
            elif event.key == pygame.K_RIGHT:
                move_right = True
        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                move_left = False
            elif event.key == pygame.K_RIGHT:
                move_right = False
        elif event.type == SPAWN_OBJECTS:
            # Randomly spawn an object (cupcake, football, or trollface)
            spawn_type = random.choice(["cupcake", "football", "trollface"])
            if spawn_type == "cupcake":
                falling_cupcakes.append(FallingObject(cupcake_image, CUPCAKE_WIDTH, CUPCAKE_HEIGHT, 5))
            elif spawn_type == "football":
                falling_footballs.append(FallingObject(football_image, FOOTBALL_WIDTH, FOOTBALL_HEIGHT, 5))
            else:
                falling_trollfaces.append(FallingObject(trollface_image, TROLLFACE_WIDTH, TROLLFACE_HEIGHT, 5))

    # Move the paddle based on flags
    if move_left and paddle.left > 0:
        paddle.x -= PADDLE_SPEED
    if move_right and paddle.right < WIDTH:
        paddle.x += PADDLE_SPEED

    # Update cat position based on speed
    cat_rect.x += cat_speed[0]
    cat_rect.y += cat_speed[1]

    # Check for collision with walls
    if cat_rect.left <= 0 or cat_rect.right >= WIDTH:
        cat_speed[0] = -cat_speed[0]
        if boing_sound:
            boing_sound.play()
    if cat_rect.top <= 0 or cat_rect.colliderect(paddle):
        cat_speed[1] = -cat_speed[1]
        if boing_sound:
            boing_sound.play()

    # Check for collision with bricks
    for brick in bricks[:]:
        if cat_rect.colliderect(brick):
            bricks.remove(brick)
            if block_sound:
                block_sound.play()
            score += 1

    # Check for collision with cupcakes
    for cupcake in falling_cupcakes[:]:
        if paddle.colliderect(cupcake.x, cupcake.y, cupcake.width, cupcake.height):
            falling_cupcakes.remove(cupcake)
            if chew_sound:
                chew_sound.play()
            # Update cat size and speed
            cat_rect.width += 10
            cat_rect.height += 10
            cat_speed[0] += 1
            cat_speed[1] += 1

    # Check for collision with footballs
    for football in falling_footballs[:]:
        if paddle.colliderect(football.x, football.y, football.width, football.height):
            falling_footballs.remove(football)
            if meow_sound:
                meow_sound.play()
            # Update cat size and speed
            cat_rect.width -= 10
            cat_rect.height -= 10
            cat_speed[0] -= 1
            cat_speed[1] -= 1

    # Check for collision with trollfaces
    for trollface in falling_trollfaces[:]:
        if paddle.colliderect(trollface.x, trollface.y, trollface.width, trollface.height):
            falling_trollfaces.remove(trollface)
            if rimshot_sound:
                rimshot_sound.play()
            # Grow a random brick
            brick = random.choice(bricks)
            brick.width += 10
            brick.height += 5

    # Check for loss of life
    if cat_rect.bottom >= HEIGHT:
        lives -= 1
        if fall_sound:
            fall_sound.play()
        cat_rect.center = (WIDTH // 2, HEIGHT // 2)  # Reset cat position to the center
        if lives <= 0:
            game_over = True

    # Check for winning condition
    if len(bricks) == 0:
        winning = True

    # Clear the screen
    screen.fill(BLACK)

    # Draw background image
    screen.blit(background_image, (0, 0))

    # Draw paddle
    pygame.draw.rect(screen, GREEN, paddle)

    # Draw bricks
    for brick in bricks:
        pygame.draw.rect(screen, WHITE, brick)

    # Draw cat
    screen.blit(cat_image, cat_rect)

    # Draw falling cupcakes
    for cupcake in falling_cupcakes:
        cupcake.update()
        cupcake.draw(screen)

    # Draw falling footballs
    for football in falling_footballs:
        football.update()
        football.draw(screen)

    # Draw falling trollfaces
    for trollface in falling_trollfaces:
        trollface.update()
        trollface.draw(screen)

    # Draw heart bar representing lives
    for i in range(lives):
        draw_heart(screen, RED, (10 + i * 30, 10))  # Adjust the heart position and color as needed

    # Draw score
    score_text = font.render(f"Score: {score}", True, PURPLE)
    screen.blit(score_text, (10, 50))

    # Update the display
    pygame.display.flip()

    # Cap the frame rate
    pygame.time.Clock().tick(60)

# Play appropriate sound and display text
if game_over:
    if death_sound:
        death_sound.play()
    screen.blit(game_over_text, game_over_rect)
elif winning:
    if win_sound:
        win_sound.play()
    screen.blit(winning_text, winning_rect)

# Update the display
pygame.display.flip()

# Wait for a few seconds before quitting
pygame.time.wait(5000)

# Quit Pygame
pygame.quit()
sys.exit()
