def check_player_events():
    global game_timer, burst_fire
    cont = cls.Controler()
    movement = 5
    left_margin = 0 + 10
    right_margin = glob.WINDOW_SIZE[0] - 70
    pressed = pygame.key.get_pressed()

    if pressed[cont.Left] and player.position_x > left_margin:
        player.position_x -= movement

    if pressed[cont.Right] and player.position_x < right_margin:
        player.position_x += movement

    # IZMENJENO burst fire je najmanje vreme izmedju dve rakete
    burst_fire += 1

    if pressed[cont.Fire] and (glob.ENEMIES_IS_READY or destroyer.is_ready):
        # Metak se ispaljuje u svakom 20-tom ciklusu
        # Promenio na 2 da bi se brze prelazila igrica tokom testiranja
        if burst_fire > 2:
            # Zvuk pri ispaljivanju metaka
            rocket_sound = mixer.Sound('sounds/laser.wav')
            rocket_sound.play()

            rocket = cls.Rocket()
            rocket.rect.x = player.position_x + 26  # razlika u velicina slika
            rocket.rect.y = player.position_y

            glob.all_sprites_list.add(rocket)
            glob.rockets_list.add(rocket)
            burst_fire = 0
def choose_players():

    global NUM_IMG_PLAYER1, NUM_IMG_PLAYER2

    cont = cls.Controler()
    left1 = pygame.image.load('images/left.png')
    right1 = pygame.image.load('images/right.png')
    left2 = pygame.image.load('images/left.png')
    right2 = pygame.image.load('images/right.png')
    play_img = pygame.image.load('images/play.png')
    back_img = pygame.image.load('images/back.png')
    play = True
    size = len(PLAYER_1_IMG_256px)

    while True:
        gui.screen.blit(glob.game_background, (0, 0))
        gui.screen.blit(left1, (236, 318))
        gui.screen.blit(left2, (660, 318))
        gui.screen.blit(right1, (576, 318))
        gui.screen.blit(right2, (1000, 318))

        if play:
            gui.screen.blit(play_img, (500, 480))
        else:
            gui.screen.blit(back_img, (500, 480))

        gui.screen.blit(PLAYER_1_IMG_256px[NUM_IMG_PLAYER1], (310, 222))
        gui.screen.blit(PLAYER_2_IMG_256px[NUM_IMG_PLAYER2], (734, 222))

        events = pygame.event.get()
        for e in events:
            if e.type == pygame.QUIT:
                exit()
            if e.type == pygame.KEYDOWN:
                if e.key == pygame.K_ESCAPE:
                    exit()

            if e.type == pygame.MOUSEBUTTONDOWN:
                if left1.get_rect(topleft=(236, 318)).collidepoint(
                        pygame.mouse.get_pos()):
                    NUM_IMG_PLAYER1 = (NUM_IMG_PLAYER1 - 1 + size) % size
                elif left2.get_rect(topleft=(660, 318)).collidepoint(
                        pygame.mouse.get_pos()):
                    NUM_IMG_PLAYER2 = (NUM_IMG_PLAYER2 - 1 + size) % size
                elif right1.get_rect(topleft=(576, 318)).collidepoint(
                        pygame.mouse.get_pos()):
                    NUM_IMG_PLAYER1 = (NUM_IMG_PLAYER1 + 1 + size) % size
                elif right2.get_rect(topleft=(1000, 318)).collidepoint(
                        pygame.mouse.get_pos()):
                    NUM_IMG_PLAYER2 = (NUM_IMG_PLAYER2 + 1 + size) % size

            if e.type == pygame.KEYDOWN:
                if e.key == cont.Left1:
                    NUM_IMG_PLAYER1 = (NUM_IMG_PLAYER1 - 1 + size) % size
                elif e.key == cont.Right1:
                    NUM_IMG_PLAYER1 = (NUM_IMG_PLAYER1 + 1 + size) % size
                elif e.key == cont.Left2:
                    NUM_IMG_PLAYER2 = (NUM_IMG_PLAYER2 - 1 + size) % size
                elif e.key == cont.Right2:
                    NUM_IMG_PLAYER2 = (NUM_IMG_PLAYER2 + 1 + size) % size
                elif e.key == pygame.K_DOWN:
                    play = False
                elif e.key == pygame.K_UP:
                    play = True
                elif pygame.K_RETURN:
                    if play is not True:
                        print('menu')
                        glob.return_to_main_menu()
                        return
                    else:
                        return

        pygame.display.update()
def check_player_events(burst_fire1, burst_fire2, game_taimer):

    global player1, player2

    # Ako je igra gotova ne mogu se izvrsavati komande
    if end_game:
        return burst_fire1, burst_fire2

    cont = cls.Controler()
    movement = 4

    left_margin = 0 + 10
    right_margin = glob.WINDOW_SIZE[1] - 120

    pressed = pygame.key.get_pressed()

    if pressed[cont.Left1] and player1.position_y > left_margin:
        player1.position_y -= movement

    if pressed[cont.Right1] and player1.position_y < right_margin:
        player1.position_y += movement

    burst_fire1 += 1

    if pressed[cont.Fire1] and game_taimer > 100:
        # Metak se ispaljuje u svakom 50-tom ciklusu
        if burst_fire1 > 40:
            # Zvuk pri ispaljivanju metaka
            rocket_sound = mixer.Sound('sounds/laser.wav')
            rocket_sound.play()

            rocket = cls.leftRocket()
            rocket.rect.x = player1.position_x + 20
            rocket.rect.y = player1.position_y + 30

            glob.all_sprites_list.add(rocket)
            glob.left_rockets_list.add(rocket)
            burst_fire1 = 0

    if pressed[cont.Left2] and player2.position_y > left_margin:
        player2.position_y -= movement

    if pressed[cont.Right2] and player2.position_y < right_margin:
        player2.position_y += movement

    burst_fire2 += 1

    if pressed[cont.Fire2] and game_taimer > 100:
        if burst_fire2 > 40:
            rocket_sound = mixer.Sound('sounds/laser.wav')
            rocket_sound.play()

            rocket = cls.rightRocket()
            rocket.rect.x = player2.position_x
            rocket.rect.y = player2.position_y + 26

            glob.all_sprites_list.add(rocket)
            glob.right_rockets_list.add(rocket)
            burst_fire2 = 0

    return burst_fire1, burst_fire2