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