"""
 Show how to use a sprite backed by a graphic.

 Sample Python/Pygame Programs
 Simpson College Computer Science
 http://programarcadegames.com/
 http://simpson.edu/computer-science/

"""
import pygame
import random

# Define some colors
BLACK    = (   0,   0,   0)
WHITE    = ( 255, 255, 255)
RED      = ( 255,   0,   0)

class Player(pygame.sprite.Sprite):
    """ The class is the player-controlled sprite. """

    # -- Methods
    def __init__(self, x, y):
        """Constructor function"""
        # Call the parent's constructor
        super().__init__()

        # Load the image looking to the right
        self.image_right = pygame.image.load("character.png").convert()
        self.image_right.set_colorkey(WHITE)

        # Load the image again, flipping it, so it points left
        self.image_left = pygame.transform.flip(pygame.image.load("character.png").convert(), True, False)
        self.image_left.set_colorkey(WHITE)

        # By default, point right
        self.image = self.image_right

        self.rect = self.image.get_rect()

        # Make our top-left corner the passed-in location.
        self.rect.x = x
        self.rect.y = y

        # -- Attributes
        # Set speed vector
        self.change_x = 0
        self.change_y = 0

    def changespeed(self, x, y):
        """ Change the speed of the player"""
        self.change_x += x
        self.change_y += y

        # Select if we want the left or right image based on the direction
        # we are moving.
        if self.change_x > 0:
            self.image = self.image_right
        elif self.change_x < 0:
            self.image = self.image_left

    def update(self):
        """ Find a new position for the player"""
        self.rect.x += self.change_x
        self.rect.y += self.change_y

# This class represents the ball
# It derives from the "Sprite" class in Pygame
class Block(pygame.sprite.Sprite):

    def __init__(self):
        super().__init__()

        self.image = pygame.image.load("alien.png").convert()

        # Set background color to be transparent. Adjust to WHITE if your
        # background is WHITE.
        self.image.set_colorkey(BLACK)

        self.rect = self.image.get_rect()


# Initialize Pygame
pygame.init()

# Set the height and width of the screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])

# This is a list of 'sprites.' Each block in the program is
# added to this list. The list is managed by a class called 'Group.'
block_list = pygame.sprite.Group()

# This is a list of every sprite. All blocks and the player block as well.
all_sprites_list = pygame.sprite.Group()

for i in range(50):
    # This represents a block
    block = Block()

    # Set a random location for the block
    block.rect.x = random.randrange(screen_width)
    block.rect.y = random.randrange(screen_height)

    # Add the block to the list of objects
    block_list.add(block)
    all_sprites_list.add(block)

# Create a RED player block
player = Player(50, 50)
all_sprites_list.add(player)

#Loop until the user clicks the close button.
done = False

# Used to manage how fast the screen updates
clock = pygame.time.Clock()

score = 0

# -------- Main Program Loop -----------
while not done:
    for event in pygame.event.get(): # User did something
        if event.type == pygame.QUIT: # If user clicked close
            done = True # Flag that we are done so we exit this loop
        # Set the speed based on the key pressed
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                player.changespeed(-3, 0)
            elif event.key == pygame.K_RIGHT:
                player.changespeed(3, 0)
            elif event.key == pygame.K_UP:
                player.changespeed(0, -3)
            elif event.key == pygame.K_DOWN:
                player.changespeed(0, 3)

        # Reset speed when key goes up
        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                player.changespeed(3, 0)
            elif event.key == pygame.K_RIGHT:
                player.changespeed(-3, 0)
            elif event.key == pygame.K_UP:
                player.changespeed(0, 3)
            elif event.key == pygame.K_DOWN:
                player.changespeed(0, -3)

    # Clear the screen
    screen.fill(WHITE)

    all_sprites_list.update()

    # See if the player block has collided with anything.
    blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)

    # Check the list of collisions.
    for block in blocks_hit_list:
        score += 1
        print( score )

    # Draw all the spites
    all_sprites_list.draw(screen)

    # Limit to 60 frames per second
    clock.tick(60)

    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

pygame.quit()