import sys
import pygame
from bullet import Bullet
'''def check_events():

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()'''
'''def check_events(ship):
    for event in pygame.event.get():

        if pygame.KEYDOWN==event.type:
            if event.key == pygame.K_RIGHT:
                ship.moving_right = True
        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_RIGHT:
                ship.moving_right = False
            elif event.key == pygame.K_LEFT:
                ship.moving_left = False'''
def check_keydown_events(event, ai_settings, screen, ship,bullets):

    if event.key == pygame.K_d:
        ship.moving_right = True
    elif event.key == pygame.K_a:
        ship.moving_left = True
    elif event.key ==pygame.K_s:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def check_keyup_events(event, ship):

    if event.key == pygame.K_d:
        ship.moving_right = False
    elif event.key == pygame.K_a:
        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_bullets(bullets):


    bullets.update()

    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
def update_screen(ai_settings,screen, ship,bullets):

    screen.fill(ai_settings.bg_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()

    ship.blitme()
    pygame.display.flip()
