#a_alien_invasion.pu
import pygame
from pygame.sprite import Group
from a_settings import Settings
from a_ship import Ship
from a_alien import Alien
import a_game_functions as gf
from game_stats import GameStats
#from bullet import Bullet #!!!!!!
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
stats = GameStats(ai_settings)
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
alien = Alien(ai_settings, screen)
gf.create_fleet(ai_settings, screen, ship, aliens)
while True:
gf.check_events(ai_settings, screen, ship, bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings, screen, ship, aliens, bullets)
gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, ship, aliens, bullets)
run_game()
#a_game_functions.py
import sys
import pygame
from a_alien import Alien
from bullet import Bullet
from time import sleep
#from random import randint
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 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_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