import pygame
import sys
import os

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

# Constants
WIDTH, HEIGHT = 800, 600
BALL_RADIUS = 15
PADDLE_WIDTH, PADDLE_HEIGHT = 100, 10
PADDLE_SPEED = 10
BRICK_WIDTH, BRICK_HEIGHT = 80, 20
BRICK_ROWS = 4
BRICK_COLS = 10
LINE_HEIGHT = 5

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (34, 139, 34)
RED = (255, 0, 0)

# Sounds
wall_sound = None
block_sound = None
death_sound = None

# Check if sound files exist before loading
if os.path.exists("wall.wav"):
    wall_sound = pygame.mixer.Sound("wall.wav")
if os.path.exists("block.wav"):
    block_sound = pygame.mixer.Sound("block.wav")
if os.path.exists("death.wav"):
    death_sound = pygame.mixer.Sound("death.wav")

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

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

# Create the ball
ball = pygame.Rect(WIDTH // 2 - BALL_RADIUS, HEIGHT // 2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2)
ball_speed = [5, 5]  # [x, y]

# 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)

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

# 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))

# Render a simple "Press any key to start" message
start_message_font = pygame.font.Font(None, 36)
start_message = start_message_font.render("Press any key to start", True, WHITE)
start_message_rect = start_message.get_rect(center=(WIDTH // 2, HEIGHT // 2))

# 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:
            game_started = True

    if not game_started:
        # Draw the start message and update the display
        screen.fill(BLACK)
        screen.blit(start_message, start_message_rect)
        pygame.display.flip()
        pygame.time.delay(100)  # Adjust the delay as needed for smoother transition
        continue  # Skip the rest of the loop until the player presses a key to start the game

    keys = pygame.key.get_pressed()
    if keys[pygame.K_LEFT] and paddle.left > 0:
        paddle.x -= PADDLE_SPEED
    if keys[pygame.K_RIGHT] and paddle.right < WIDTH:
        paddle.x += PADDLE_SPEED
    if keys[pygame.K_a] and paddle.left > 0:
        paddle.x -= PADDLE_SPEED
    if keys[pygame.K_d] and paddle.right < WIDTH:
        paddle.x += PADDLE_SPEED

    # Update the ball position
    ball.x += ball_speed[0]
    ball.y += ball_speed[1]

    # Ball collisions with walls
    if ball.left <= 0 or ball.right >= WIDTH:
        ball_speed[0] = -ball_speed[0]
        if wall_sound:
            wall_sound.play()
    if ball.top <= 0:
        ball_speed[1] = -ball_speed[1]
        if wall_sound:
            wall_sound.play()

    # Game Over condition
    if ball.bottom >= HEIGHT:
        game_over = True
        if death_sound:
            death_sound.play()

    # Ball collision with paddle
    if ball.colliderect(paddle) and ball_speed[1] > 0:
        ball_speed[1] = -ball_speed[1]
        if wall_sound:
            wall_sound.play()

    # Ball collisions with bricks
    for brick in bricks:
        if ball.colliderect(brick):
            bricks.remove(brick)
            ball_speed[1] = -ball_speed[1]
            score += 5
            if block_sound:
                block_sound.play()

    # Draw everything
    screen.fill(BLACK)
    pygame.draw.rect(screen, WHITE, paddle)
    pygame.draw.ellipse(screen, WHITE, ball)
    pygame.draw.rect(screen, RED, line)

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

    # Draw score
    score_text = font.render("Score: {}".format(score), True, WHITE)
    screen.blit(score_text, (10, HEIGHT - 40 - score_text.get_height()))

    # Update the display
    pygame.display.flip()

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

# Display Game Over text
screen.fill(BLACK)
screen.blit(game_over_text, game_over_rect)
pygame.display.flip()

# Wait for a few seconds before quitting
pygame.time.delay(1500)

pygame.quit()
sys.exit()