import pygame
import sys
import os

# 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

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
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")

# Load cat image
cat_original_image = pygame.image.load("cat.png").convert_alpha()
CAT_WIDTH, CAT_HEIGHT = 50, 50
cat_image = pygame.transform.scale(cat_original_image, (CAT_WIDTH, CAT_HEIGHT))

# Load heart bar image
heart_bar_image = pygame.image.load("heartbar.png").convert_alpha()
HEART_WIDTH, HEART_HEIGHT = 15, 15  # Adjust heart size here
HEART_SPACING = 20  # Adjust spacing between hearts here

# 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)

# 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))

# Flags for paddle movement
move_left = False
move_right = False

# Main game loop
while not game_over:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        # Key pressed
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                move_left = True
            elif event.key == pygame.K_RIGHT:
                move_right = True
        # Key released
        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                move_left = False
            elif event.key == pygame.K_RIGHT:
                move_right = False

    # 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

    # Move the cat
    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 wall_sound:
            wall_sound.play()
    if cat_rect.top <= 0 or cat_rect.colliderect(paddle):
        cat_speed[1] = -cat_speed[1]
        if wall_sound:
            wall_sound.play()

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

    # Check for loss of life
    if cat_rect.bottom >= HEIGHT:
        lives -= 1
        if death_sound:
            death_sound.play()
        if lives <= 0:
            game_over = True
            break
        else:
            cat_rect.center = (WIDTH // 2, HEIGHT // 2)

    # Clear the screen
    screen.fill(BLACK)

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

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

    # Draw cat
    screen.blit(cat_image, cat_rect)

    # Draw heart bar representing lives
    start_x = 10  # Adjust the starting x-coordinate to move the heart bar more to the left
    for i in range(lives):
        heart_image = pygame.transform.scale(heart_bar_image, (HEART_WIDTH, HEART_HEIGHT))
        screen.blit(heart_image, (start_x + i * (HEART_WIDTH + HEART_SPACING), 10))

    # Draw score
    score_text = font.render(f"Score: {score}", True, (128, 0, 128))  # Purple color
    screen.blit(score_text, (10, 50))

    # 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()