From 66c81fe5570038e763b2cef0d23b9c32124a8581 Mon Sep 17 00:00:00 2001
From: Irina Ternovaja <iternovaja.e@rkg.lv>
Date: Mon, 29 Jan 2024 10:02:55 +0000
Subject: [PATCH] Update controls.py

---
 controls.py | 222 ++++++++++++++++++++++++++--------------------------
 1 file changed, 111 insertions(+), 111 deletions(-)

diff --git a/controls.py b/controls.py
index 01a9f46..febf9d5 100644
--- a/controls.py
+++ b/controls.py
@@ -1,112 +1,112 @@
-import pygame, sys
-import time
-from bullet import Bullet
-from enemy import Enemy
-
-def events(gun, screen, bullets):
-  for event in pygame.event.get():
-    if event.type == pygame.QUIT:
-      sys.exit()
-    elif event.type == pygame.KEYDOWN:
-      if event.key == pygame.K_RIGHT:
-        gun.mright = True
-      elif event.key == pygame.K_LEFT:
-        gun.mleft = True
-      elif event.key == pygame.K_SPACE:
-        new_bullet = Bullet(screen, gun)
-        bullets.add(new_bullet)
-    elif event.type == pygame.KEYUP:
-      if event.key == pygame.K_RIGHT:
-        gun.mright = False
-      elif event.key == pygame.K_LEFT:
-        gun.mleft = False
-
-
-def update(bg_color, screen, gun, enemies, bullets, stats, scores):
-  screen.fill(bg_color)
-  gun.output()
-  enemies.draw(screen)
-  scores.score_output()
-  for bullet in bullets.sprites():
-    bullet.draw_bullet()
-  pygame.display.flip()
-  
-def update_bullets(bullets, enemies, screen, stats, scores):
-  bullets.update()
-  for bullet in bullets.copy():
-    if bullet.rect.bottom <= 0:
-      bullets.remove(bullet)
-  collisions=pygame.sprite.groupcollide(bullets, enemies, True, True)
-  if collisions:
-    for enemies in collisions.values():
-        stats.score += 10 * len(enemies)
-  scores.image_score()
-  high_score_check(stats, scores)
-  scores.image_guns()
-  if len(enemies)==0:
-    bullets.empty()
-    create_army(screen, enemies)
-  
-         
-  
-
-def create_army(screen, enemies):
-  enemy = Enemy(screen)
-  enemy_width = enemy.rect.width
-  enemy_height = enemy.rect.height
-  number_enemy_y = int((500 - 100 - 2 * enemy_height)/ enemy_height)  
-  number_enemy_x = int((500 -2 * enemy_width)/ enemy_width)
-  
-  for j in range (number_enemy_y):
-    for i in range(number_enemy_x):
-      enemy = Enemy(screen)
-      enemy.rect.x = enemy_width + enemy_width * i
-      enemy.y = enemy_height + enemy_height * j
-      enemy.rect.y = enemy.y
-      enemies.add(enemy)
-
-      
-  
-def update_enemies(stats,screen, gun, enemies, bullets, scores):
-  enemies.update()
-  if pygame.sprite.spritecollideany(gun, enemies):
-    gun_kill(stats,screen, gun, enemies, bullets, scores)
-  enemies_check(stats,screen, gun, enemies, bullets, scores)
-   
-      
-    
-
-def gun_kill(stats,screen, gun, enemies, bullets, scores):
-  if stats.guns_left>0:
-    stats.guns_left -= 1
-    scores.image_guns()
-    enemies.empty()
-    bullets.empty()
-    create_army(screen, enemies)
-    gun.create_gun()
-    time.sleep(2)
-  else:
-    stats.run_game==False
-    sys.exit()
-    
-
-def enemies_check(stats,screen, gun, enemies, bullets, scores):
-  screen_rect = screen.get_rect()
-  for enemy in enemies.sprites():
-    if enemy.rect.bottom >= screen_rect.bottom:
-      gun_kill(stats,screen, gun, enemies, bullets, scores)
-      break
-
-def high_score_check(stats, scores):
-  if stats.score >= stats.high_score:
-    stats.high_score = stats.score
-    scores.image_high_score()
-    with open("highscore.txt", "w") as f:
-      f.write(str(stats.high_score))
-    
-    
-
-  
-  
-  
+import pygame, sys
+import time
+from bullet import Bullet
+from enemy import Enemy
+
+def events(gun, screen, bullets):
+  for event in pygame.event.get():
+    if event.type == pygame.QUIT:
+      sys.exit()
+    elif event.type == pygame.KEYDOWN:
+      if event.key == pygame.K_RIGHT:
+        gun.mright = True
+      elif event.key == pygame.K_LEFT:
+        gun.mleft = True
+      elif event.key == pygame.K_SPACE:
+        new_bullet = Bullet(screen, gun)
+        bullets.add(new_bullet)
+    elif event.type == pygame.KEYUP:
+      if event.key == pygame.K_RIGHT:
+        gun.mright = False
+      elif event.key == pygame.K_LEFT:
+        gun.mleft = False
+
+
+def update(bg_color, screen, gun, enemies, bullets, stats, scores):
+  screen.fill(bg_color)
+  gun.output()
+  enemies.draw(screen)
+  scores.score_output()
+  for bullet in bullets.sprites():
+    bullet.draw_bullet()
+  pygame.display.flip()
+  
+def update_bullets(bullets, enemies, screen, stats, scores):
+  bullets.update()
+  for bullet in bullets.copy():
+    if bullet.rect.bottom <= 0:
+      bullets.remove(bullet)
+  collisions=pygame.sprite.groupcollide(bullets, enemies, True, True)
+  if collisions:
+    for enemies in collisions.values():
+        stats.score += 10 * len(enemies)
+  scores.image_score()
+  high_score_check(stats, scores)
+  scores.image_guns()
+  if len(enemies)==0:
+    bullets.empty()
+    create_army(screen, enemies)
+  
+         
+  
+
+def create_army(screen, enemies):
+  enemy = Enemy(screen)
+  enemy_width = enemy.rect.width
+  enemy_height = enemy.rect.height
+  number_enemy_y = int((500 - 100 - 2 * enemy_height)/ enemy_height)  
+  number_enemy_x = int((500 -2 * enemy_width)/ enemy_width)
+  
+  for j in range (number_enemy_y):
+    for i in range(number_enemy_x):
+      enemy = Enemy(screen)
+      enemy.rect.x = enemy_width + enemy_width * i
+      enemy.y = enemy_height + enemy_height * j
+      enemy.rect.y = enemy.y
+      enemies.add(enemy)
+
+      
+  
+def update_enemies(stats,screen, gun, enemies, bullets, scores):
+  enemies.update()
+  if pygame.sprite.spritecollideany(gun, enemies):
+    gun_kill(stats,screen, gun, enemies, bullets, scores)
+  enemies_check(stats,screen, gun, enemies, bullets, scores)
+   
+      
+    
+
+def gun_kill(stats,screen, gun, enemies, bullets, scores):
+  if stats.guns_left>0:
+    stats.guns_left -= 1
+    scores.image_guns()
+    enemies.empty()
+    bullets.empty()
+    create_army(screen, enemies)
+    gun.create_gun()
+    time.sleep(2)
+  else:
+    stats.run_game==False
+    sys.exit()
+    
+
+def enemies_check(stats,screen, gun, enemies, bullets, scores):
+  screen_rect = screen.get_rect()
+  for enemy in enemies.sprites():
+    if enemy.rect.bottom >= screen_rect.bottom:
+      gun_kill(stats,screen, gun, enemies, bullets, scores)
+      break
+
+def high_score_check(stats, scores):
+  if stats.score >= stats.high_score:
+    stats.high_score = stats.score
+    scores.image_high_score()
+    with open("highscores.txt", "w") as f:
+      f.write(str(stats.high_score))
+    
+    
+
+  
+  
+  
   
\ No newline at end of file