import pygame
import sys

# Set up display
screen = pygame.display.set_mode((900, 700))

# Set the Kirby pink color (RGB format)
kirby_pink_color = (255, 105, 180)
ground_color = (0, 255, 0)  # Green color for the ground

# Circle properties
circle_radius = 25 # Initial radius
circle_y_offset = 25  # Offset from the top of the circle

# Circle position and velocity
circle_x, circle_y = 425, 500
circle_x_speed, circle_y_speed = 0, 0
gravity = 1
jump_height = -15  # Set jump height

# Variables for crouching and in-air state
is_crouching = False
crouch_scale = 0.5  # Scale factor for crouching
in_air = False

# Movement flags for the first Kirby
is_moving_left = False
is_moving_right = False
is_floating = False

# Movement flags for the second Kirby
is_second_kirby_moving_left = False
is_second_kirby_moving_right = False

# Load the Kirby face image
kirby_face = pygame.image.load(“kirby_face.png”)

# Game loop
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            # First Kirby movement controls
            if event.key == pygame.K_s and not is_crouching:
                is_crouching = True
            elif event.key == pygame.K_w and not in_air:
                circle_y_speed = jump_height
                in_air = True
            elif event.key == pygame.K_e and not is_crouching:
                is_floating = True
            elif event.key == pygame.K_r:
                is_floating = False
            elif event.key == pygame.K_a:
                is_moving_left = True
            elif event.key == pygame.K_d:
                is_moving_right = True
            # Second Kirby movement controls
            elif event.key == pygame.K_k:
                is_second_kirby_moving_down = True
            elif event.key == pygame.K_i:
                is_second_kirby_moving_up = True
            elif event.key == pygame.K_j:
                is_second_kirby_moving_left = True
            elif event.key == pygame.K_l:
                is_second_kirby_moving_right = True
        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_s:
                is_crouching = False
            elif event.key == pygame.K_a:
                is_moving_left = False
            elif event.key == pygame.K_d:
                is_moving_right = False
            elif event.key == pygame.K_k:
                is_second_kirby_moving_down = False
            elif event.key == pygame.K_i:
                is_second_kirby_moving_up = False
            elif event.key == pygame.K_j:
                is_second_kirby_moving_left = False
            elif event.key == pygame.K_l:
                is_second_kirby_moving_right = False

    # Floating set up for the first Kirby
    if is_floating:
        gravity = 0.3
        jump_height = -6.5
        in_air = False
        is_crouching = False
        circle_radius = 35
        circle_y_offset = 35
    else:
        gravity = 1
        jump_height = -15
        in_air = True
        circle_radius = 25
        circle_y_offset = 25

    # Apply gravity for the first Kirby
    circle_y_speed += gravity

    # Apply horizontal motion for the first Kirby
    if is_moving_left:
        circle_x_speed = -5
    elif is_moving_right:
        circle_x_speed = 5
    else:
        circle_x_speed = 0

    # Update position for the first Kirby
    circle_x += circle_x_speed
    circle_y += circle_y_speed

    # Collision with the ground for the first Kirby
    if circle_y + circle_radius >= 575:
        circle_y = 575 - circle_radius
        circle_y_speed = 0
        gravity = 1
        jump_height = -15
        is_floating = False
        in_air = False  # Circle is on the ground

    # Collision with the sides of the screen for the first Kirby
    if circle_x < 0:
        circle_x = 0
    elif circle_x > 900 - 2 * circle_radius:
        circle_x = 900 - 2 * circle_radius

    # Apply horizontal motion for the second Kirby
    if is_second_kirby_moving_left:
        second_kirby_x_speed = -5
    elif is_second_kirby_moving_right:
        second_kirby_x_speed = 5
    else:
        second_kirby_x_speed = 0

    # Update position for the second Kirby
    second_kirby_x += second_kirby_x_speed
    second_kirby_y += second_kirby_y_speed

    # Collision with the ground for the second Kirby
    if second_kirby_y + circle_radius >= 575:
        second_kirby_y = 575 - circle_radius
        second_kirby_y_speed = 0

    # Collision with the sides of the screen for the second Kirby
    if second_kirby_x < 0:
        second_kirby_x = 0
    elif second_kirby_x > 900 - 2 * circle_radius:
        second_kirby_x = 900 - 2 * circle_radius

    # Draw background
    screen.fill((100, 100, 255))  # Blue background

    # Draw ground
    pygame.draw.rect(screen, ground_color, (0, 600, 900, 50))

    # Draw first Kirby pink sphere (circle)
    if is_crouching:
        pygame.draw.ellipse(screen, kirby_pink_color,
                            (int(circle_x),
                             int(circle_y + circle_radius * (1.6 - crouch_scale)),
                             int(2 * circle_radius),
                             int(crouch_scale * 2 * circle_radius)))
        # Scale and draw the first Kirby face when crouching
        kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale)))
        screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale))))
    else:
        pygame.draw.circle(screen, kirby_pink_color,
                           (int(circle_x + circle_radius), int(circle_y + circle_radius)),
                           circle_radius)
        # Scale and draw the first Kirby face when not crouching
        kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius)))
        screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y)))

    # Draw second Kirby pink sphere (circle)
    pygame.draw.circle(screen, kirby_pink_color,
                       (int(second_kirby_x + circle_radius), int(second_kirby_y + circle_radius)),
                       circle_radius)
    # Scale and draw the second Kirby face when not crouching
    kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius)))
    screen.blit(kirby_face_scaled, (int(second_kirby_x), int(second_kirby_y)))

    # Update the display
    pygame.display.flip()

    # Cap the frame rate
    pygame.time.Clock().tick(60)
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