import sys
import pygame
from bullet import 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)
	elif event.key==pygame.K_q:
		sys.exit()

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)
'''
		elif event.type==pygame.KEYDOWN:
			if event.key==pygame.K_RIGHT:
				ship.moving_right=True
			elif event.key==pygame.K_LEFT:
				ship.moving_left=True
		elif event.type==pygame.KEYUP:
			if event.key==pygame.K_RIGHT:
				ship.moving_right=False
			if event.key==pygame.K_LEFT:
				ship.moving_left=False
'''
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()
def update_bullets(bullets):
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.bottom<=0:
			bullets.remove(bullet)
		#print(len(bullets))
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)
