import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
    if stats.ships_left > 0:
        stats.ship_left-=1
        aliens.empty()
        bullets.empty()
        create_fleet(ai_settings,ship,aliens)
        ship.center_ship()
        sleep(0.5)
    else :
        stats.game_active=False
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.type==pygame.K_q:
            sys.exit()
    elif event.key==pygame.K_SPACE:
        #创建一个子弹并将他放入编组中
        if len(bullets) < ai_settings.bullet_allowed:
            new_bullet=Bullet(ai_settings,screen,ship)
            bullets.add(new_bullet)
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):
    """响应按键和鼠标事件"""
    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,aliens,bullets):
    #每次循环时都绘制屏幕
    screen.fill(ai_settings.bg_color)
    #在飞船和外星人后面重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    #让最近绘制的屏幕可见
    pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets):
    bullets.update()
    #删除已消失子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom<=0:
            bullets.remove(bullet)
    check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
    #检查是否有子弹击中外星人，删除响应的子弹和外星人
    collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
    if len(aliens)==0:
        bullets.empty()
        create_fleet(ai_settings,screen,ship,aliens)
 #创建外星人
def get_number_aliens_x(ai_settings,alien_width):
    available_space_x=ai_settings.screen_width-2*alien_width
    number_alien_x=int(available_space_x/(2*alien_width))
    return number_alien_x
def create_alien(ai_settings,screen,aliens,alien_number,row_number):
    alien=Alien(ai_settings,screen)
    alien_width=alien.rect.width
    alien.x=alien_width+2*alien_width*alien_number
    alien.rect.x=alien.x
    alien.rect.y=alien.rect.height+2*alien.rect.height*row_number
    aliens.add(alien)
def create_fleet(ai_settings,screen,ship,aliens):
    alien=Alien(ai_settings,screen)
    number_aliens_x=get_number_aliens_x(ai_settings,alien.rect.width)
    number_rows=get_number_rows(ai_settings,ship.rect.height,alien.rect.height)
    #创建外星人群
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings,screen,aliens,alien_number,row_number)
def get_number_rows(ai_settings,ship_height,alien_height):
    """计算屏幕最多可容纳多少行"""
    available_space_y=(ai_settings.screen_height-(3*alien_height)-ship_height)
    number_rows=int(available_space_y/(2*alien_height))
    return number_rows
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
    check_fleet_edges(ai_settings,aliens)
    aliens.update()
    #检测外星人和飞船之间的碰撞
    if pygame.sprite.spritecollideany(ship,aliens):
        ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
    #检查是否有外星人到达底部
    check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
def check_fleet_edges(ai_settings,aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings,aliens)
            break
def change_fleet_direction(ai_settings,aliens):
    for alien in aliens.sprites():
        alien.rect.y+=ai_settings.fleet_drop_speed
    ai_settings.fleet_direction*=-1
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
    screen_rect=screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
            break




    

718c0e5b5251f26d113ead7286224973aafc4940
<mask token>


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.type == pygame.K_q:
        sys.exit()
    elif event.key == pygame.K_SPACE:
        if len(bullets) < ai_settings.bullet_allowed:
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)


<mask token>


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


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


<mask token>


def create_fleet(ai_settings, screen, ship, aliens):
    alien = Alien(ai_settings, screen)
    number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect
        .height)
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, aliens, alien_number, row_number)


def get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕最多可容纳多少行"""
    available_space_y = (ai_settings.screen_height - 3 * alien_height -
        ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows


def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)


<mask token>

<mask token>


def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
    if stats.ships_left > 0:
        stats.ship_left -= 1
        aliens.empty()
        bullets.empty()
        create_fleet(ai_settings, ship, aliens)
        ship.center_ship()
        sleep(0.5)
    else:
        stats.game_active = False


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.type == pygame.K_q:
        sys.exit()
    elif event.key == pygame.K_SPACE:
        if len(bullets) < ai_settings.bullet_allowed:
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)


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):
    """响应按键和鼠标事件"""
    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, aliens, bullets):
    screen.fill(ai_settings.bg_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    pygame.display.flip()


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


<mask token>


def get_number_aliens_x(ai_settings, alien_width):
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_alien_x = int(available_space_x / (2 * alien_width))
    return number_alien_x


def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)


def create_fleet(ai_settings, screen, ship, aliens):
    alien = Alien(ai_settings, screen)
    number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect
        .height)
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, aliens, alien_number, row_number)


def get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕最多可容纳多少行"""
    available_space_y = (ai_settings.screen_height - 3 * alien_height -
        ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows


def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)


def check_fleet_edges(ai_settings, aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


<mask token>

<mask token>


def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
    if stats.ships_left > 0:
        stats.ship_left -= 1
        aliens.empty()
        bullets.empty()
        create_fleet(ai_settings, ship, aliens)
        ship.center_ship()
        sleep(0.5)
    else:
        stats.game_active = False


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.type == pygame.K_q:
        sys.exit()
    elif event.key == pygame.K_SPACE:
        if len(bullets) < ai_settings.bullet_allowed:
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)


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):
    """响应按键和鼠标事件"""
    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, aliens, bullets):
    screen.fill(ai_settings.bg_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    pygame.display.flip()


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


<mask token>


def get_number_aliens_x(ai_settings, alien_width):
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_alien_x = int(available_space_x / (2 * alien_width))
    return number_alien_x


def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)


def create_fleet(ai_settings, screen, ship, aliens):
    alien = Alien(ai_settings, screen)
    number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect
        .height)
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, aliens, alien_number, row_number)


def get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕最多可容纳多少行"""
    available_space_y = (ai_settings.screen_height - 3 * alien_height -
        ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows


def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)


def check_fleet_edges(ai_settings, aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


<mask token>


def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
            break

<mask token>


def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
    if stats.ships_left > 0:
        stats.ship_left -= 1
        aliens.empty()
        bullets.empty()
        create_fleet(ai_settings, ship, aliens)
        ship.center_ship()
        sleep(0.5)
    else:
        stats.game_active = False


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.type == pygame.K_q:
        sys.exit()
    elif event.key == pygame.K_SPACE:
        if len(bullets) < ai_settings.bullet_allowed:
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)


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):
    """响应按键和鼠标事件"""
    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, aliens, bullets):
    screen.fill(ai_settings.bg_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    pygame.display.flip()


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


def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if len(aliens) == 0:
        bullets.empty()
        create_fleet(ai_settings, screen, ship, aliens)


def get_number_aliens_x(ai_settings, alien_width):
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_alien_x = int(available_space_x / (2 * alien_width))
    return number_alien_x


def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)


def create_fleet(ai_settings, screen, ship, aliens):
    alien = Alien(ai_settings, screen)
    number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect
        .height)
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, aliens, alien_number, row_number)


def get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕最多可容纳多少行"""
    available_space_y = (ai_settings.screen_height - 3 * alien_height -
        ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows


def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)


def check_fleet_edges(ai_settings, aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


<mask token>


def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
            break

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
    if stats.ships_left > 0:
        stats.ship_left-=1
        aliens.empty()
        bullets.empty()
        create_fleet(ai_settings,ship,aliens)
        ship.center_ship()
        sleep(0.5)
    else :
        stats.game_active=False
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.type==pygame.K_q:
            sys.exit()
    elif event.key==pygame.K_SPACE:
        #创建一个子弹并将他放入编组中
        if len(bullets) < ai_settings.bullet_allowed:
            new_bullet=Bullet(ai_settings,screen,ship)
            bullets.add(new_bullet)
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):
    """响应按键和鼠标事件"""
    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,aliens,bullets):
    #每次循环时都绘制屏幕
    screen.fill(ai_settings.bg_color)
    #在飞船和外星人后面重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    #让最近绘制的屏幕可见
    pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets):
    bullets.update()
    #删除已消失子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom<=0:
            bullets.remove(bullet)
    check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
    #检查是否有子弹击中外星人，删除响应的子弹和外星人
    collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
    if len(aliens)==0:
        bullets.empty()
        create_fleet(ai_settings,screen,ship,aliens)
 #创建外星人
def get_number_aliens_x(ai_settings,alien_width):
    available_space_x=ai_settings.screen_width-2*alien_width
    number_alien_x=int(available_space_x/(2*alien_width))
    return number_alien_x
def create_alien(ai_settings,screen,aliens,alien_number,row_number):
    alien=Alien(ai_settings,screen)
    alien_width=alien.rect.width
    alien.x=alien_width+2*alien_width*alien_number
    alien.rect.x=alien.x
    alien.rect.y=alien.rect.height+2*alien.rect.height*row_number
    aliens.add(alien)
def create_fleet(ai_settings,screen,ship,aliens):
    alien=Alien(ai_settings,screen)
    number_aliens_x=get_number_aliens_x(ai_settings,alien.rect.width)
    number_rows=get_number_rows(ai_settings,ship.rect.height,alien.rect.height)
    #创建外星人群
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings,screen,aliens,alien_number,row_number)
def get_number_rows(ai_settings,ship_height,alien_height):
    """计算屏幕最多可容纳多少行"""
    available_space_y=(ai_settings.screen_height-(3*alien_height)-ship_height)
    number_rows=int(available_space_y/(2*alien_height))
    return number_rows
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
    check_fleet_edges(ai_settings,aliens)
    aliens.update()
    #检测外星人和飞船之间的碰撞
    if pygame.sprite.spritecollideany(ship,aliens):
        ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
    #检查是否有外星人到达底部
    check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
def check_fleet_edges(ai_settings,aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings,aliens)
            break
def change_fleet_direction(ai_settings,aliens):
    for alien in aliens.sprites():
        alien.rect.y+=ai_settings.fleet_drop_speed
    ai_settings.fleet_direction*=-1
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
    screen_rect=screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
            break




    
