def handle_events():
    global BoundingBox
    global Bossdie
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                game_framework.quit()
            else:
                player.handle_event(event)
                if event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and player.state != 0:
                    if map.kind != 3:
                        player.missile_sound.play()
                        newmissile = Missile(player.x, player.y)
                        if player.missile_level == 1:
                            newmissile.level = 0
                        if player.missile_level == 2:
                            newmissile.level = 1
                        Player_missile.append(newmissile)
                    else:
                        ui.playerlife = 2
                        Bossdie = 0
                        close_canvas()
                        game_framework.change_state(start_state)
                if event.type == SDL_KEYDOWN and event.key == SDLK_b and player.state!= 0:
                    if ui.bomb != 0:
                        newbomb = Bomb(player.x, player.y)
                        newbomb.angle = 3
                        bomb.append(newbomb)
                        newbomb = Bomb(player.x, player.y)
                        newbomb.angle = -3
                        newbomb.angle = -3
                        bomb.append(newbomb)
                        ui.bomb -= 1
                if event.type == SDL_KEYDOWN and event.key == SDLK_h and player.state != 0:
                    if BoundingBox == 0:
                        BoundingBox = 1
                    elif BoundingBox == 1:
                        BoundingBox = 0
                if event.type == SDL_KEYDOWN and event.key == SDLK_q:
                    ui.score =205