//--------------------Game--------------------
// Game variables
const width = 1000;
const height = 600;

// Player variables
const playerSize = 10;
let radius = playerSize / 2;
let playerPosX = 500
let playerPosY = 300;
let playerSpeed = 3;
let booleanArray = window.booleanArray;
let lives = 2;

let bossPosX = 500;
let bossPosY = 100;
let shotSpeed = 15;
let projectile;
let projSize = 5;
let shot;
let hit;
let shotPosX;
let shotPosY;

let nextAttack;
let bounceX = bossPosX;
let bounceY = bossPosY;
let predictiveBounceX;
let predictiveBounceY;

let time = 0;

let myBullet = new bullet();
// the function setup() is called once when the page is loaded
function setup() {
    // create a canvas element and append it to the body
    createCanvas(width, height);
    frameRate(120);
    // disable the outline of shapes
    Movementloop()
    noStroke();
}

async function score() {
    while (true) {
        time += 1;
        await sleep(1000);
    }
}

function life() {
    textAlign(CENTER);
    text(lives, 500, 20);
    if (hit == true) {
        hit = false;
        lives -= 1;
    }
    if (lives == 0) {
        fill(255, 0, 0);
        textSize(40);
        textAlign(CENTER);
        text("Game Over", 500, 300);
    }
    if (key == ' ') {
        lives = 2;
        time = 0;
        bounceX = bossPosX;
        bounceY = bossPosY;
    }
}

function keyPressed() {
    if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
        playerPosX -= playerSpeed;
    }
    if (keyIsDown(RIGHT_ARROW) && playerPosX < width - radius) {
        playerPosX += playerSpeed;
    }
    if (keyIsDown(UP_ARROW) && playerPosY > 0 + radius) {
        playerPosY -= playerSpeed;
    }
    if (keyIsDown(DOWN_ARROW) && playerPosY < height - radius) {
        playerPosY += playerSpeed;
    }
}

async function Movementloop() {
    window.addEventListener('booleanArrayUpdated', function (event) {
        // event.detail contains the booleanArray
        let booleanArray = event.detail;
        // Use booleanArray here...

        if (booleanArray[1]) {
            playerPosX += playerSpeed;
        }
        if (booleanArray[3]) {
            playerPosX -= playerSpeed;
        }
        if (booleanArray[2]) {
            playerPosY += playerSpeed;
        }
        if (booleanArray[0]) {
            playerPosY -= playerSpeed;
        }
    });
}

function shoot(directionX, directionY) {
    shot = true;
    hit = false;

    if (!projectile) {
        // Set the initial position of the projectile to the player's position
        projectile = createVector(shotPosX, shotPosY);
        targetX = directionX;
        targetY = directionY;

        // Calculate the initial direction
        direction = createVector(targetX - projectile.x, targetY - projectile.y);
        direction.normalize();
    }

    // Draw the small circle (projectile)
    fill(255, 0, 0);
    circle(projectile.x, projectile.y, projSize);

    // Move the projectile towards the movable circle
    projectile.add(p5.Vector.mult(direction, shotSpeed));

    if (dist(projectile.x, projectile.y, directionX, directionY) <= radius+(projSize/2)) {
        projectile = null;
        hit = true;
    }
    else if (projectile.x < 0 - 10 || projectile.x > width + 10 || projectile.y < 0 - 10 || projectile.y > height + 10) {
        bounceX = projectile.x;
        bounceY = projectile.y;
        projectile = null;
        shot = false;
    }
}

// the function draw() is called every frame
function draw() {
    shot = false;
    textSize(10);
    keyPressed();
    life();
    // draw background
    myBullet.draw();
    background(0, 0, 0, 100);
    if (!(lives == 0)) {
        // draw player
        fill(0, 255, 255)
        circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);

        // draw boss
        fill(255, 165, 0)
        circle(500, 100, 50);

        score();
        textAlign(LEFT);
        text(time, 10, 20);

        if (shot == false || hit == true) {
            let patern = random([1]);
            if (patern == 1) {
                nextAttack = random([1, 2, 3, 4, 5]);
                text(nextAttack, 30, 50);
                if (nextAttack == 1) {
                    shotPosX = 500;
                    shotPosY = 100;
                    shoot(playerPosX, playerPosY);
                }
                if (nextAttack == 2) {
                    shotPosX = random(0, 1000);
                    shotPosY = 600;
                    shoot(playerPosX, playerPosY);
                }
                if (nextAttack == 3) {
                    shotPosX = 0;
                    shotPosY = random(0, 600);
                    shoot(playerPosX, playerPosY);
                }
                if (nextAttack == 4) {
                    shotPosX = 1000;
                    shotPosY = random(0, 600);
                    shoot(playerPosX, playerPosY);
                }
                if (nextAttack == 5) {
                    shotPosX = bounceX;
                    shotPosY = bounceY;
                    shoot(playerPosX, playerPosY);
                }
            }
            // if (patern == 2) {
            //     shotPosX = bounceX;
            //     shotPosY = bounceY;
            //     shoot(playerPosX, playerPosY);
            // }
        }
    }
}