import pygame, sys, random

class Crosshair(pygame.sprite.Sprite):
    def __init__(self,picture_path):
        super().__init__()
        self.image = pygame.image.load(picture_path)
        self.rect = self.image.get_rect()
        self.gunshot = pygame.mixer.Sound("gunshot.mp3")
    def shoot(self):
        self.gunshot.play()
        pygame.sprite.spritecollide(crosshair,target_group,True)
    def update(self):
        self.rect.center = pygame.mouse.get_pos()

class Target(pygame.sprite.Sprite):
    def __init__(self,picture_path,pos_x,pos_y):
        super().__init__()
        self.image = pygame.image.load(picture_path)
        self.rect = self.image.get_rect()
        self.rect.center = [pos_x,pos_y]

# General setup
pygame.init()
clock = pygame.time.Clock()

# Game Screen
screen_width = 1690
screen_height = 720
screen = pygame.display.set_mode((screen_width,screen_height))
background = pygame.image.load("bg_wood.png")
pygame.mouse.set_visible(False)

# Crosshair
crosshair = Crosshair("crosshair.png")
crosshair_group = pygame.sprite.Group()
crosshair_group.add(crosshair)

# Target
target_group = pygame.sprite.Group()
for target in range (20):
    new_target = Target("target.png",random.randrange(0,screen_width), random.randrange(0,screen_height))
    target_group.add(new_target)

num_tiles_x = (screen_width // background.get_width()) + 1
num_tiles_y = (screen_height // background.get_height()) + 1

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.MOUSEBUTTONDOWN:
            crosshair.shoot()
    
    # Draw background tiles
    for y in range(num_tiles_y):
        for x in range(num_tiles_x):
            screen.blit(background, (x * background.get_width(), y * background.get_height()))

    
    
    target_group.draw(screen)
    crosshair_group.draw(screen)
    crosshair_group.update()  # Move this above pygame.display.flip()
    pygame.display.flip()
    clock.tick(60)