import sys
import pygame
from bullet import Bullet

def fire_bullet(ai_settings, screen, ship, bullets):
	if len(bullets) < ai_settings.bullets_allowed:
			new_bullet = Bullet(ai_settings, screen, ship) 
			bullets.add(new_bullet)
			

def check_keydown_events(event, ai_settings, screen, ship, bullets):
	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):
	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):
	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 update_screen(ai_settings, screen, ship,bullets):
	for  bullet in bullets.sprites():
		print (bullet)
		bullet.draw_bullet()
		
	screen.fill(ai_settings.bg_color)
	ship.blitme()
	pygame.display.flip()


def update_bullets(bullets):
	bullets.update()	
	for bullet in bullets.copy(): 
		if bullet.rect.bottom <= 0: 
			bullets.remove(bullet)
			
	#print(len(bullets))
