import sys import pygame from bullet import Bullet def check_keydown_events(event, ai_settings, screen, ship, bullets): """Respond to keypresses.""" if event.key == pygame.K_RIGHT: ship.moving_right = True elif event.key == pygame.K_LEFT: ship.moving_left = True elif event.key == pygame.K_SPACE: fire_bullet(ai_settings, screen, ship, bullets) def check_keyup_events(event, ship): """Respond to key releases.""" if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = False def check_events(ai_settings, screen, ship, bullets): """Respond to keypresses and mouse events.""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event, ai_settings, screen, ship, bullets) elif event.type == pygame.KEYUP: check_keyup_events(event, ship) def fire_bullet(ai_settings, screen, ship, bullets): """Fire a bullet, if limit not reached yet.""" # Create a new bullet, add to bullets group. if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) def update_screen(ai_settings, screen, ship, bullets): """Update images on the screen, and flip to the new screen.""" # Redraw the screen, each pass through the loop. screen.fill(ai_settings.bg_color) # Redraw all bullets, behind ship and aliens. for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() # Make the most recently drawn screen visible. pygame.display.flip() def update_bullets(bullets): """Update position of bullets, and get rid of old bullets.""" # Update bullet positions. bullets.update() # Get rid of bullets that have disappeared. for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet)