from typing import Any
import pygame, sys, random, math

class Crosshair(pygame.sprite.Sprite):
    def __init__(self,picture_path):
        super().__init__()
        self.image = pygame.image.load("crosshair_blue_large.png")
        self.rect = self.image.get_rect()
        self.gunshot = pygame.mixer.Sound("boom.wav")

    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]


class GameState():
    def __init__(self):
        self.state = 'main_game'

    def intro(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                self.state = 'main_game'

            if event.type == pygame.sprite.Group():
                if target_group == 0:
                    print(new_target)

        # 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()))
                screen.blit(ready_text,(screen_width/2,screen_height/2))
        
        
        screen.blit(background,(0,0))
        screen.blit(ready_text,(screen_width/2 -115,screen_height/2 -33))
        crosshair_group.update()
        crosshair_group.draw(screen) 

        pygame.display.flip()
    def main_game(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                crosshair.shoot()

                screen.blit(background,(0,0))
        target_group.draw(screen)
        crosshair_group.update()
        crosshair_group.draw(screen) 

        pygame.display.flip()

    def state_manager(self):
        if self.state == 'intro':
            self.intro()
        if self.state == 'main_game':
            self.main_game()


        # 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()))
        
#steup
pygame.init()
clock = pygame.time.Clock()
game_state = GameState

#screen for game
screen_width = 1920
screen_height = 1080
screen = pygame.display.set_mode((screen_width,screen_height))
ready_text = pygame.image.load("starting_thing.png")

#the background
background = pygame.image.load("bg_wood.png").convert()

pygame.mouse.set_visible(False)
#the crosshair
crosshair = Crosshair("crosshair_blue_large.png")
crosshair_group = pygame.sprite.Group()
crosshair_group.add(crosshair)

#target
target_group = pygame.sprite.Group()
for _ in range(20):
    new_target = target("target_red1.png", random.randrange(0, screen_width), random.randrange(0, screen_height))
    target_group.add(new_target)



# Calculate number of tiles needed to cover the screen
num_tiles_x = (screen_width // background.get_width()) + 1
num_tiles_y = (screen_height // background.get_height()) + 1

while True:
    game_state()
    clock.tick(60)