import random
from pathlib import Path

import pyray as ray

from libs.animation import Animation
from libs.utils import load_all_textures_from_zip


class Background:
    def __init__(self, screen_width: int, screen_height: int):
        self.screen_width = screen_width
        self.screen_height = screen_height
        self.donbg = DonBG.create(self.screen_width, self.screen_height, random.randint(6, 6), 1)
        self.bg_normal = BGNormal.create(self.screen_width, self.screen_height, random.randint(1, 5))
        self.bg_fever = BGFever.create(self.screen_width, self.screen_height, 4)
        self.footer = Footer(self.screen_width, self.screen_height, random.randint(1, 3))
        self.is_clear = False
    def update(self, current_time_ms: float, is_clear: bool):
        self.is_clear = is_clear
        self.donbg.update(current_time_ms, is_clear)
        self.bg_normal.update(current_time_ms)
        self.bg_fever.update(current_time_ms)
    def draw(self):
        self.bg_normal.draw()
        if self.is_clear:
            self.bg_fever.draw()
        self.footer.draw()
        self.donbg.draw()

class DonBG:

    @staticmethod
    def create(screen_width: int, screen_height: int, index: int, player_num: int):
        map = [None, DonBG1, DonBG1, DonBG1, DonBG1, DonBG1, DonBG6]
        selected_obj = map[index]
        return selected_obj(index, screen_width, screen_height, player_num)

class DonBGBase:
    def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
        self.screen_width = screen_width
        self.screen_height = screen_height
        self.player_num = player_num
        self.name = 'donbg_a_' + str(index).zfill(2)
        self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}_{self.player_num}p.zip')))
        self.move = Animation.create_move(3000, start_position=0, total_distance=-self.textures[self.name + f'_{self.player_num}p'][0].width)
        self.is_clear = False

    def update(self, current_time_ms: float, is_clear: bool):
        self.is_clear = is_clear
        self.move.update(current_time_ms)
        if self.move.is_finished:
            self.move.restart()

class DonBG1(DonBGBase):
    def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
        super().__init__(index, screen_width, screen_height, player_num)
        self.overlay_move = Animation.create_move(1000, start_position=0, total_distance=20, reverse_delay=0)
    def update(self, current_time_ms: float, is_clear: bool):
        super().update(current_time_ms, is_clear)
        self.overlay_move.update(current_time_ms)
        if self.overlay_move.is_finished:
            self.overlay_move.restart()
    def draw(self):
        texture_index = 0
        if self.is_clear:
            texture_index = 2
        top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index]
        for i in range(0, self.screen_width + top_texture.width, top_texture.width):
            ray.draw_texture(top_texture, i + int(self.move.attribute), 0, ray.WHITE)

        texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index]
        for i in range(0, self.screen_width + texture.width, texture.width):
            ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 50, ray.WHITE)

class DonBG6(DonBGBase):
    def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
        super().__init__(index, screen_width, screen_height, player_num)
        self.overlay_move = Animation.create_move(1000, start_position=0, total_distance=20, reverse_delay=0)
    def update(self, current_time_ms: float, is_clear: bool):
        super().update(current_time_ms, is_clear)
        self.overlay_move.update(current_time_ms)
        if self.overlay_move.is_finished:
            self.overlay_move.restart()
    def draw(self):
        texture_index = 0
        if self.is_clear:
            texture_index = 3
        top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index]
        for i in range(0, self.screen_width + top_texture.width, top_texture.width):
            ray.draw_texture(top_texture, i + int(self.move.attribute), 0, ray.WHITE)

        texture_flowers = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index]
        for i in range(0, self.screen_width, texture_flowers.width):
            if i % (2 * texture_flowers.width) != 0:
                ray.draw_texture(texture_flowers, i + int(self.move.attribute*3) + 100, -int(self.move.attribute*0.85)-100, ray.WHITE)

        texture = self.textures[self.name + f'_{self.player_num}p'][2 + texture_index]
        for i in range(0, self.screen_width + texture.width, texture.width):
            ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 50, ray.WHITE)

class BGNormal:

    @staticmethod
    def create(screen_width: int, screen_height: int, index: int):
        map = [None, BGNormal1, BGNormal2, BGNormal3, BGNormal4, BGNormal5]
        selected_obj = map[index]
        return selected_obj(index, screen_width, screen_height)

class BGNormalBase:
    def __init__(self, index: int, screen_width: int, screen_height: int):
        self.screen_width = screen_width
        self.screen_height = screen_height
        self.name = 'bg_nomal_a_' + str(index).zfill(2)
        self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}.zip')))

class BGNormal1(BGNormalBase):
    def __init__(self, index: int, screen_width: int, screen_height: int):
        super().__init__(index, screen_width, screen_height)
        self.flicker = Animation.create_fade(16.67*4, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0)
    def update(self, current_time_ms: float):
        self.flicker.update(current_time_ms)
        if self.flicker.is_finished:
            self.flicker.restart()
    def draw(self):
        ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE)
        ray.draw_texture(self.textures[self.name][1], 0, 360, ray.fade(ray.WHITE, self.flicker.attribute))

class BGNormal2(BGNormalBase):
    def __init__(self, index: int, screen_width: int, screen_height: int):
        super().__init__(index, screen_width, screen_height)
        self.flicker = Animation.create_fade(16.67*4, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0)
    def update(self, current_time_ms: float):
        self.flicker.update(current_time_ms)
        if self.flicker.is_finished:
            self.flicker.restart()
    def draw(self):
        ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE)
        ray.draw_texture(self.textures[self.name][1], 0, 360, ray.fade(ray.WHITE, self.flicker.attribute))

class BGNormal3(BGNormalBase):
    def __init__(self, index: int, screen_width: int, screen_height: int):
        super().__init__(index, screen_width, screen_height)
        self.flicker = Animation.create_fade(16.67*10, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0)
    def update(self, current_time_ms):
        self.flicker.update(current_time_ms)
        if self.flicker.is_finished:
            self.flicker.restart()
    def draw(self):
        src = ray.Rectangle(0, 0, self.textures[self.name][0].width, self.textures[self.name][0].height)
        dest = ray.Rectangle(0, 360, self.screen_width, self.textures[self.name][0].height)
        ray.draw_texture_pro(self.textures[self.name][0], src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
        ray.draw_texture(self.textures[self.name][3], (self.screen_width//2) - (self.textures[self.name][3].width//2), 360, ray.WHITE)
        ray.draw_texture(self.textures[self.name][6], 0, 360, ray.WHITE)

        src = ray.Rectangle(0, 0, -self.textures[self.name][7].width, self.textures[self.name][7].height)
        dest = ray.Rectangle((self.screen_width//2) - 170, 490, self.textures[self.name][7].width, self.textures[self.name][7].height)
        ray.draw_texture_pro(self.textures[self.name][7], src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
        ray.draw_texture(self.textures[self.name][7], (self.screen_width//2) + 50, 490, ray.WHITE)


        #Orange
        color = ray.fade(ray.WHITE, self.flicker.attribute)
        ray.draw_texture(self.textures[self.name][1], (self.screen_width//2) + 180, 300, color)
        ray.draw_texture(self.textures[self.name][1], (self.screen_width//2) - 380, 300, color)

        #Red Green Orange
        ray.draw_texture(self.textures[self.name][2], (self.screen_width//2) - 220, 350, color)
        ray.draw_texture(self.textures[self.name][4], (self.screen_width//2) - 100, 350, color)
        ray.draw_texture(self.textures[self.name][1], (self.screen_width//2) + 10, 350, color)

        #Yellow
        ray.draw_texture(self.textures[self.name][5], (self.screen_width//2) - 220, 500, color)
        ray.draw_texture(self.textures[self.name][5], (self.screen_width//2) + 10, 500, color)

        ray.draw_texture(self.textures[self.name][9], (self.screen_width//2) - 320, 520, ray.WHITE)
        ray.draw_texture(self.textures[self.name][10], 100, 360, ray.WHITE)
        ray.draw_texture(self.textures[self.name][11], self.screen_width - 100 - self.textures[self.name][11].width, 360, ray.WHITE)

class BGNormal4(BGNormalBase):
    class Petal:
        def __init__(self):
            self.spawn_point = self.random_excluding_range()
            duration = random.randint(1400, 2000)
            self.move_y = Animation.create_move(duration, total_distance=360)
            self.move_x = Animation.create_move(duration, total_distance=random.randint(-300, 300))
        def random_excluding_range(self):
            while True:
                num = random.randint(0, 1280)
                if num < 260 or num > 540:
                    return num
        def update(self, current_time_ms):
            self.move_x.update(current_time_ms)
            self.move_y.update(current_time_ms)
        def draw(self, texture):
            ray.draw_texture(texture, self.spawn_point + int(self.move_x.attribute), 360+int(self.move_y.attribute), ray.fade(ray.WHITE, 0.75))
    def __init__(self, index: int, screen_width: int, screen_height: int):
        super().__init__(index, screen_width, screen_height)
        self.flicker = Animation.create_fade(16.67*3, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0)
        self.turtle_move = Animation.create_move(3333*2, start_position=screen_width+112, total_distance=-(screen_width+(112*4)))
        textures = ((0, 100, 3), (100, 200, 4), (200, 300, 5), (300, 400, 6), (400, 500, 7), (500, 600, 8))
        self.turtle_change = Animation.create_texture_change(600, textures=textures)
        self.petals = {self.Petal(), self.Petal(), self.Petal(), self.Petal(), self.Petal()}
    def update(self, current_time_ms: float):
        self.flicker.update(current_time_ms)
        if self.flicker.is_finished:
            self.flicker.restart()
        self.turtle_move.update(current_time_ms)
        if self.turtle_move.is_finished:
            self.turtle_move.restart()
        self.turtle_change.update(current_time_ms)
        if self.turtle_change.is_finished:
            self.turtle_change.restart()
        for petal in self.petals:
            petal.update(current_time_ms)
            if petal.move_y.is_finished:
                self.petals.remove(petal)
                self.petals.add(self.Petal())
    def draw(self):
        ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE)
        ray.draw_texture(self.textures[self.name][2], self.screen_width//2 - 20, 380, ray.WHITE)
        ray.draw_texture(self.textures[self.name][self.turtle_change.attribute], int(self.turtle_move.attribute), 550, ray.WHITE)

        ray.draw_texture(self.textures[self.name][9], 0, 360, ray.WHITE)

        for petal in self.petals:
            petal.draw(self.textures[self.name][10])

class BGNormal5(BGNormalBase):
    def __init__(self, index: int, screen_width: int, screen_height: int):
        super().__init__(index, screen_width, screen_height)
        self.flicker = Animation.create_fade(16.67*10, initial_opacity=0.75, final_opacity=0.4, reverse_delay=0)
    def update(self, current_time_ms: float):
        self.flicker.update(current_time_ms)
        if self.flicker.is_finished:
            self.flicker.restart()
    def draw(self):
        ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE)

        ray.draw_texture(self.textures[self.name][13], -35, 340, ray.WHITE)
        ray.draw_texture(self.textures[self.name][12], 103, 380, ray.WHITE)
        ray.draw_texture(self.textures[self.name][11], 241, 400, ray.WHITE)
        ray.draw_texture(self.textures[self.name][10], 380, 380, ray.WHITE)
        ray.draw_texture(self.textures[self.name][9], 518, 340, ray.WHITE)
        ray.draw_texture(self.textures[self.name][4], 657, 340, ray.WHITE)
        ray.draw_texture(self.textures[self.name][5], 795, 380, ray.WHITE)
        ray.draw_texture(self.textures[self.name][6], 934, 400, ray.WHITE)
        ray.draw_texture(self.textures[self.name][7], 1072, 380, ray.WHITE)
        ray.draw_texture(self.textures[self.name][8], 1211, 340, ray.WHITE)

        color = ray.fade(ray.WHITE, self.flicker.attribute)
        ray.draw_texture(self.textures[self.name][14], -35 - 10, 340 - 10, color)
        ray.draw_texture(self.textures[self.name][14], 103 - 10, 380 - 10, color)
        ray.draw_texture(self.textures[self.name][14], 241 - 10, 400 - 10, color)
        ray.draw_texture(self.textures[self.name][14], 380 - 10, 380 - 10, color)
        ray.draw_texture(self.textures[self.name][14], 518 - 10, 340 - 10, color)
        ray.draw_texture(self.textures[self.name][14], 657 - 10, 340 - 10, color)
        ray.draw_texture(self.textures[self.name][14], 795 - 10, 380 - 10, color)
        ray.draw_texture(self.textures[self.name][14], 934 - 10, 400 - 10, color)
        ray.draw_texture(self.textures[self.name][14], 1072 - 10, 380 - 10, color)
        ray.draw_texture(self.textures[self.name][14], 1211 - 10, 340 - 10, color)

        ray.draw_texture(self.textures[self.name][3], (self.screen_width//2) - (self.textures[self.name][3].width//2), 360+172, ray.fade(ray.WHITE, 0.75))

        ray.draw_texture(self.textures[self.name][1], 50, 600, ray.fade(ray.WHITE, 0.75))
        ray.draw_texture(self.textures[self.name][1], self.screen_width-50 - self.textures[self.name][2].width, 600, ray.fade(ray.WHITE, 0.75))
        ray.draw_texture(self.textures[self.name][2], self.screen_width-50 - self.textures[self.name][2].width, 600, ray.WHITE)
        ray.draw_texture(self.textures[self.name][2], 50, 600, ray.WHITE)

class BGFever:

    @staticmethod
    def create(screen_width: int, screen_height: int, index: int):
        map = [None, None, None, None, BGFever4]
        selected_obj = map[index]
        return selected_obj(index, screen_width, screen_height)

class BGFeverBase:
    def __init__(self, index: int, screen_width: int, screen_height: int):
        self.screen_width = screen_width
        self.screen_height = screen_height
        self.name = 'bg_fever_a_' + str(index).zfill(2)
        self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}.zip')))
        self.vertical_move = Animation.create_move(1300, start_position=0, total_distance=50, reverse_delay=0)
        self.horizontal_move = Animation.create_move(5000, start_position=0, total_distance=self.textures[self.name][2].width)

class BGFever4(BGFeverBase):
    def __init__(self, index: int, screen_width: int, screen_height: int):
        super().__init__(index, screen_width, screen_height)
    def update(self, current_time_ms: float):
        self.vertical_move.update(current_time_ms)
        if self.vertical_move.is_finished:
            self.vertical_move.restart()
        self.horizontal_move.update(current_time_ms)
        if self.horizontal_move.is_finished:
            self.horizontal_move.restart()
    def draw(self):
        texture = self.textures[self.name][0]
        for i in range(0, self.screen_width + texture.width, texture.width):
            ray.draw_texture(texture, i, 360, ray.WHITE)
        ray.draw_texture(self.textures[self.name][1], 0, 360 + 50 - int(self.vertical_move.attribute), ray.WHITE)
        ray.draw_texture(self.textures[self.name][2], -int(self.horizontal_move.attribute), 360, ray.WHITE)
        ray.draw_texture(self.textures[self.name][2], self.textures[self.name][2].width -int(self.horizontal_move.attribute), 360, ray.WHITE)

class Footer:
    def __init__(self, screen_width: int, screen_height: int, index: int):
        self.screen_width = screen_width
        self.screen_height = screen_height
        self.name = 'dodai_a_' + str(index).zfill(2)
        self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}.zip')))
    def draw(self):
        ray.draw_texture(self.textures[self.name][0], 0, self.screen_height - self.textures[self.name][0].height + 20, ray.WHITE)
