def main():
    pygame.init()
 
    size = [SCREEN_WIDTH, SCREEN_HEIGHT]
    screen = pygame.display.set_mode(size)
 
    pygame.display.set_caption("Donkey Kong")
    
    
    score=0
                
    player = Player()
    player.score = score             
    current_level = Level_num(player)

    don = Donkey()
    don.level = current_level
    current_level.donkey.add(don)

    k = 845
    for i in range(1):
        for j in range(10):
            fireball = Fireball()
            fireball.rect.x = random.randint(300,800)
            fireball.rect.y = SCREEN_HEIGHT - k
            fireball.level = current_level
            fireball.player = player
            fireball.donkey = don
            current_level.fireball_list.add(fireball)
            k-=80

    k=845
    for i in range(10):
        for j in range(2):
            coin = Coins()
            coin.rect.x = random.randint(300,800)
            coin.rect.y = SCREEN_HEIGHT - random.randint(k,k+50)
            current_level.coins_list.add(coin)
        k-=80

    q = Queen()
    current_level.queen.add(q)

    active_sprite_list = pygame.sprite.Group()

    player.level = current_level


    player.rect.x = 340
    player.rect.y = SCREEN_HEIGHT - 2*player.rect.height
    active_sprite_list.add(player)


    done = False

    clock = pygame.time.Clock()

    while not done:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_a:
                    player.go_left()
                if event.key == pygame.K_d:
                    player.go_right()
                if event.key == pygame.K_w:
                    player.go_down()
                if event.key == pygame.K_s:
                    player.go_up()
                if event.key == pygame.K_SPACE:
                    player.jump()

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_a and player.change_x < 0:
                    player.stop()
                if event.key == pygame.K_d and player.change_x > 0:
                    player.stop()
                if event.key == pygame.K_w and player.change_y < 0:
                    player.stop()
                if event.key == pygame.K_s and player.change_y > 0:
                    player.stop()
        
        
            # if not player.chances:
            #     game = False
            #     break 
        active_sprite_list.update()

        current_level.update()

        #fireball_group.update()

        if player.rect.right > SCREEN_WIDTH:
            player.rect.right = SCREEN_WIDTH

        if player.rect.left < 0:
            player.rect.left = 0
        
        current_level.draw(screen)
        active_sprite_list.draw(screen)
        clock.tick(60)

        pygame.display.flip()