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import pygame
import time
import os
import sys
import math

from pygame import K_ESCAPE
from pygame.locals import *

from random import randint

from tree import Tree
from ranger import Ranger
from cutter import Cutter


pygame.init()

global window_h, window_w, trees


# Background
bg_color = [255, 255, 255]
screen = pygame.display.set_mode( (0,0) )
pygame.display.set_caption("Ranger")

window_h, window_w = screen.get_size ()

if window_h > 1024:
	screen = pygame.display.set_mode( (800,640) )
window_h, window_w = screen.get_size ()

# Tree
trees = []

start_time = time.time()
fps = 60
frame_time = 1.0/fps

# Ranger
# Button sensibility when planting
button_time = 30
plant_time = 30
# Speed and movement
unit = 1
ranger_speed = 10
# The ranger object
ranger = Ranger(window_h, window_w, ranger_speed)

# Cutter
cutter_time = 50
tree_cutting_time = 50
cutter_speed = 4
cutter = []

# Difficulty level
cutter_difficulty = 300

# Draw background
screen.fill(bg_color)
# Draw everything on top of that
number_trees = 80
while number_trees != 0:
	trees.append(Tree((randint(0,window_h), randint(0,window_w))) )
	number_trees -= 1

for arbol in trees:
	arbol.sprout_time = 0


air = 0
score = 0

while True:
	# Time tracking
	current_time = time.time()
	if current_time - start_time <= frame_time:
		continue
	start_time = current_time
	
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			exit()
		ranger.input(event)
	
	keyboard = pygame.key.get_pressed()
	if keyboard[K_ESCAPE]:
		exit()
		
	if ranger.plant == True:
		ranger.plant = False
		if ranger.new_plant == False:
			new_plant_position = ranger.position
			ranger.new_plant = True
	
	
	
	if ranger.new_plant == True:
		plant_time += 1
		if plant_time > button_time:
			trees.append(Tree( new_plant_position ) )	
			plant_time = 0
			ranger.new_plant = False
	
	# Update ranger position based on events
	ranger.update()
	
	for treecutter in cutter:
		treecutter.update()
	
	# Draw background	
	screen.fill(bg_color)
		
	ranger.draw(screen)
	
	for treecutter in cutter:
		treecutter.draw(screen)
	
	# Ranger kills tree cutters and adds points
	for cortador in cutter:
		if ranger.collides_with(cortador):
			cutter.remove(cortador)
			score += 1
	
	
	# Draw trees or grow them
	for arbol in trees:
		if arbol.sprout_time > 0:
			arbol.sprout_time -= 1
		arbol.draw(screen)
	
	# Tree cutters kills trees
	for arbol in trees:
		for cortador in cutter:
			if cortador.collides_with(arbol) and arbol.air == 1:
				cortador.cut_tree = True
				arbol.draw_alert(screen)
				cortador.cut_time += 1
				arbol.cutting_time -=1 
				if cortador.cut_tree == True and cortador.cut_time == 100 or arbol.cutting_time == 0:
					trees.remove(arbol)
					cortador.cut_time = 0
					cortador.cut_tree = False
	
	if cutter_time >= cutter_difficulty:
		cutter.append( Cutter(window_h, window_w, cutter_speed, 0) )
		cutter_time = 0
	cutter_time += 1
		
		
	
	## SCORE IS DRAWN AFTER EVERYTHING ELSE
	# Score is equal to amount of trees
	for arbol in trees:
		air = air + arbol.air
	
	# HUD text
	hud_text = "Air: " + str(air) + " Score: " + str(score)
	font = pygame.font.Font(None, 36)
	text_hud = font.render( hud_text , 1, (0, 0, 0, 0))
	screen.blit(text_hud, (0, 0))
	
	# Difilcuty level based on  score
	if score >= 0:
		if score <= 10:
			cutter_difficulty = 200
		elif score <= 20:
			cutter_difficulty = 100
		elif score <= 50:
			cutter_difficulty = 175
		elif score <= 100:
			cutter_difficulty = 100
		elif score <= 150:
			cutter_difficulty = 50
	
	# Speed based on air
	if air > 0:
		if ranger.speed > 1.0 :
			ranger.speed = math.fabs(air/10)
		else:
			ranger.speed = 1
		for cortador in cutter:
			cortador.speed = ranger.speed
	else:
		exit()
	
	
	# Score updates after being shown
	air = 0
		
	pygame.display.update()