text: """
  Sprite Bullets
  
  Simple program to show basic sprite usage.
  
  Artwork from http://kenney.nl
  
  If Python and Arcade are installed, this example can be run from the command line with:
  python -m arcade.examples.sprite_bullets_aimed
  """
  
  import random
  import arcade
  import math
  import os
  
  SPRITE_SCALING_PLAYER = 0.5
  SPRITE_SCALING_COIN = 0.2
  SPRITE_SCALING_LASER = 0.8
  COIN_COUNT = 50
  
  SCREEN_WIDTH = 800
  SCREEN_HEIGHT = 600
  
  BULLET_SPEED = 5
  
  window = None
  
  
  class Bullet(arcade.Sprite):
      def update(self):
          self.center_x += self.change_x
          self.center_y += self.change_y
  
  
  class MyGame(arcade.Window):
      """ Main application class. """
  
      def __init__(self):
          """ Initializer """
          # Call the parent class initializer
          super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, "Sprites and Bullets Demo")
  
          # Set the working directory (where we expect to find files) to the same
          # directory this .py file is in. You can leave this out of your own
          # code, but it is needed to easily run the examples using "python -m"
          # as mentioned at the top of this program.
          file_path = os.path.dirname(os.path.abspath(__file__))
          os.chdir(file_path)
  
          # Variables that will hold sprite lists
          self.player_list = None
          self.coin_list = None
          self.bullet_list = None
  
          # Set up the player info
          self.player_sprite = None
          self.score = 0
          self.score_text = None
  
          # Load sounds. Sounds from kenney.nl
          self.gun_sound = arcade.sound.load_sound("sounds/laser1.wav")
          self.hit_sound = arcade.sound.load_sound("sounds/phaseJump1.wav")
  
          arcade.set_background_color(arcade.color.AMAZON)
  
      def setup(self):
  
          """ Set up the game and initialize the variables. """
  
          # Sprite lists
          self.player_list = arcade.SpriteList()
          self.coin_list = arcade.SpriteList()
          self.bullet_list = arcade.SpriteList()
  
          # Set up the player
          self.score = 0
  
          # Image from kenney.nl
          self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING_PLAYER)
          self.player_sprite.center_x = 50
          self.player_sprite.center_y = 70
          self.player_list.append(self.player_sprite)
  
          # Create the coins
          for i in range(COIN_COUNT):
  
              # Create the coin instance
              # Coin image from kenney.nl
              coin = arcade.Sprite("images/coin_01.png", SPRITE_SCALING_COIN)
  
              # Position the coin
              coin.center_x = random.randrange(SCREEN_WIDTH)
              coin.center_y = random.randrange(120, SCREEN_HEIGHT)
  
              # Add the coin to the lists
              self.coin_list.append(coin)
  
          # Set the background color
          arcade.set_background_color(arcade.color.AMAZON)
  
      def on_draw(self):
          """
          Render the screen.
          """
  
          # This command has to happen before we start drawing
          arcade.start_render()
  
          # Draw all the sprites.
          self.coin_list.draw()
          self.bullet_list.draw()
          self.player_list.draw()
  
          # Put the text on the screen.
          output = f"Score: {self.score}"
          arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
  
      def on_mouse_press(self, x, y, button, modifiers):
          """
          Called whenever the mouse moves.
          """
          # Create a bullet
          bullet = Bullet("images/laserBlue01.png", SPRITE_SCALING_LASER)
  
          # Position the bullet at the player's current location
          start_x = self.player_sprite.center_x
          start_y = self.player_sprite.center_y
          bullet.center_x = start_x
          bullet.center_y = start_y
  
          # Get from the mouse the destination location for the bullet
          # IMPORTANT! If you have a scrolling screen, you will also need
          # to add in self.view_bottom and self.view_left.
          dest_x = x
          dest_y = y
  
          # Do math to calculate how to get the bullet to the destination.
          # Calculation the angle in radians between the start points
          # and end points. This is the angle the bullet will travel.
          x_diff = dest_x - start_x
          y_diff = dest_y - start_y
          angle = math.atan2(y_diff, x_diff)
  
          # Angle the bullet sprite so it doesn't look like it is flying
          # sideways.
          bullet.angle = math.degrees(angle)
          print("Bullet angle: {:.2f}".format(bullet.angle))
  
          # Taking into account the angle, calculate our change_x
          # and change_y. Velocity is how fast the bullet travels.
          bullet.change_x = math.cos(angle) * BULLET_SPEED
          bullet.change_y = math.sin(angle) * BULLET_SPEED
  
          # Add the bullet to the appropriate lists
          self.bullet_list.append(bullet)
  
      def update(self, delta_time):
          """ Movement and game logic """
  
          # Call update on all sprites
          self.bullet_list.update()
  
          # Loop through each bullet
          for bullet in self.bullet_list:
  
              # Check this bullet to see if it hit a coin
              hit_list = arcade.check_for_collision_with_list(bullet,
                                                              self.coin_list)
  
              # If it did, get rid of the bullet
              if len(hit_list) > 0:
                  bullet.kill()
  
              # For every coin we hit, add to the score and remove the coin
              for coin in hit_list:
                  coin.kill()
                  self.score += 1
  
              # If the bullet flies off-screen, remove it.
              if bullet.bottom > SCREEN_HEIGHT:
                  bullet.kill()
  
  
  def main():
      game = MyGame()
      game.setup()
      arcade.run()
  
  
  if __name__ == "__main__":
      main()
  