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game_functions.py
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game_functions.py
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import sys
from builtins import len
import pygame
from bullet import Bullet
def check_events(ai_settings, screen, ship, bullets):
"""Respond to keypresses and 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 check_keydown_events(event,ai_settings, screen, ship, bullets):
"""Responds to keydown events"""
if event.key == pygame.K_RIGHT:
# move the ship to the right
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullets(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event,ship):
"""Responds to keyup events"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_screen(ai_settings,screen,ship, alien,bullets):
"""Updates images on screen and flip to the new screen"""
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
alien.blitme()
pygame.display.flip()
def update_bullets(bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def fire_bullets(ai_settings,screen,ship,bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)