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import pygame
import sys
from constants import *
from circleshape import *
from player import *
from asteroid import *
from asteroidfield import *
from shot import *

def main():
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    clock = pygame.time.Clock()

    updatable = pygame.sprite.Group()
    drawable = pygame.sprite.Group()
    asteroids = pygame.sprite.Group()
    shots = pygame.sprite.Group()

    Asteroid.containers = (asteroids, updatable, drawable)
    AsteroidField.containers = (updatable)

    asteroidfield = AsteroidField()
    
    Player.containers = (updatable, drawable)
    player = Player(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)

    Shot.containers = (shots, updatable, drawable)
    
    dt = 0

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT or pygame.key.get_pressed()[pygame.K_q]:
                return

        screen.fill("black")
        for obj in updatable:
            obj.update(dt)

        for asteroid in asteroids:

            for bullet in shots:
                if bullet.collision_check(asteroid):
                    bullet.kill()
                    asteroid.split()

            if asteroid.collision_check(player):
                print("Game over!")
                sys.exit()

        for obj in drawable:
            obj.draw(screen)

        pygame.display.flip()
        dt = clock.tick(60) / 1000

if __name__ == "__main__":
    main()