#include "Game.h"
#include "Helper.h"
#include <algorithm>
#include <string>

#define WINDOW_WIDTH 700
#define WINDOW_HEIGHT 500

bool keys[4] = {false, false, false, false};

void Opponent::move(int timeMultiplier) {
    if (this->x < this->targetX) this->x += timeMultiplier;
    if (this->x > this->targetX) this->x -= timeMultiplier;
    if (this->y < this->targetY) this->y += timeMultiplier;
    if (this->y > this->targetY) this->y -= timeMultiplier;
}

void Player::moveX(int dx) {
    if (x + dx < 0 || x + dx > WINDOW_WIDTH - 80) return;
    if (y < 40 && this->x + dx < 30 * 3 + 15) return;
    x += dx;
}

void Player::moveY(int dy) {
    if (y + dy < 0 || y + dy > WINDOW_HEIGHT - 96) return;
    if (y + dy < 40 && this->x < 30 * 3 + 15) return;
    y += dy;
}

void Game::checkCollision() {
for (int i = 0; i < opponents.size(); i++) {
        Opponent o = opponents[i];
        if (o.x == o.targetX && o.y == o.targetY) {
            opponents.erase(opponents.begin() + i);
        }
        if (player.x < o.x + 80 && player.x + 80 > o.x && player.y < o.y + 96 && player.y + 96 > o.y) {
            player.health--;
            opponents.erase(opponents.begin() + i);
        }
    }
}

void Game::renderHUD(SDL_Renderer *renderer, SDL_Texture *heart) {
    SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
    SDL_Rect bgRect;
    bgRect.x = 0;
    bgRect.y = 0;
    bgRect.w = 30 * 3 + 15;
    bgRect.h = 40;
    SDL_RenderFillRect(renderer, &bgRect);

    for (int i = 0; i < this->player.health; i++) {
        drawTexture(renderer, heart, 10 + i * 30, 10, 24, 24);
    }
}

void Game::renderPlayer(SDL_Renderer *renderer, SDL_Texture *player, Player p) {
    drawTexture(renderer, player, p.x, p.y, 80, 96);
}

void Game::createOpponent() {
    Opponent o;

    int edge = rand() % 4;
    switch (edge) {
        case 0:
            o.x = rand() % WINDOW_WIDTH;
            o.y = -96;
            o.targetY = WINDOW_HEIGHT + 96;
            o.targetX = rand() % WINDOW_WIDTH;
            break;
        case 1:
            o.x = rand() % WINDOW_WIDTH;
            o.y = WINDOW_HEIGHT;
            o.targetY = -96;
            o.targetX = rand() % WINDOW_WIDTH;
            break;
        case 2:
            o.x = -80;
            o.y = rand() % WINDOW_HEIGHT;
            o.targetX = WINDOW_WIDTH + 80;
            o.targetY = rand() % WINDOW_HEIGHT;
            break;
        case 3:
            o.x = WINDOW_WIDTH;
            o.y = rand() % WINDOW_HEIGHT;
            o.targetX = -80;
            o.targetY = rand() % WINDOW_HEIGHT;
            break;
    }

    opponents.push_back(o);
}


void Game::renderOpponent(SDL_Renderer *renderer, SDL_Texture *opponent, Player p) {
    drawTexture(renderer, opponent, p.x, p.y, 80, 96);
}

void Game::render(SDL_Renderer *renderer, SDL_Texture *bg) {
    SDL_RenderClear(renderer);

    SDL_SetRenderDrawColor(renderer, 35, 39, 42, SDL_ALPHA_OPAQUE);

    drawTexture(renderer, bg, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);

    SDL_Texture *player = IMG_LoadTexture(renderer, "./res/player.png");
    renderPlayer(renderer, player, this->player);

    SDL_Texture *opponent = IMG_LoadTexture(renderer, "./res/opponent.png");

    for (Opponent o: this->opponents) {
        renderOpponent(renderer, opponent, o);
    }

    SDL_Texture *heart = IMG_LoadTexture(renderer, "./res/heart.png");
    renderHUD(renderer, heart);

    TTF_Init();
    TTF_Font *font = TTF_OpenFont("./res/Arial.ttf", 24);

    drawText(renderer, font, "Time: " + std::to_string(timeMultiplier), 30 * 3 + 15 + 10, 10, 100, 30);

    SDL_DestroyTexture(player);
    SDL_DestroyTexture(opponent);
    SDL_DestroyTexture(heart);

    SDL_RenderPresent(renderer);
}

void Game::run() {
    SDL_Window *window = SDL_CreateWindow("Obstacle Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
                                          WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
    SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);

    SDL_Texture *background = IMG_LoadTexture(renderer, "./res/background.png");

    int startTime = time(nullptr);

    bool gameOpen = true;
    while (gameOpen) {
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_QUIT) gameOpen = false;

            if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) {
                bool isPressed = (event.type == SDL_KEYDOWN);
                switch (event.key.keysym.sym) {
                    case SDLK_w:
                        keys[0] = isPressed;
                        break;
                    case SDLK_a:
                        keys[1] = isPressed;
                        break;
                    case SDLK_s:
                        keys[2] = isPressed;
                        break;
                    case SDLK_d:
                        break;
                }
            }
        }

        if (keys[0]) player.moveY(-20);
        if (keys[1]) player.moveX(-20);
        if (keys[2]) player.moveY(20);
        if (keys[3]) player.moveX(20);

        checkCollision();

        if (rand() % 50 == 0) createOpponent();

        for (int i = 0; i < opponents.size(); i++) {
            opponents[i].move(timeMultiplier);
        }

        timeMultiplier= (int) (time(nullptr) - startTime) / 10 + 1;

        render(renderer, background);
        SDL_Delay(16);
    }

    SDL_DestroyTexture(background);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
}