import pygame from pygame.locals import * from random import randint class Image(): def __init__ (self, fenetre, chm_acces, pos_x, pos_y): self.fenetre = fenetre self.chm_acces = chm_acces self.pos_x = pos_x self.pos_y = pos_y self.image = pygame.image.load(self.chm_acces).convert_alpha() self.fenetre.blit(self.image, (self.pos_x, self.pos_y)) def translater (self,axe, sens, vitesse): self.axe = axe self.sens = sens self.vitesse = vitesse if self.axe == "x": if sens == "gauche": self.pos_x = self.pos_x - self.vitesse else: self.pos_x = self.pos_x + self.vitesse else: if sens == "haut": self.pos_y = self.pos_y - self.vitesse else: self.pos_y = self.pos_y + self.vitesse self.fenetre.blit(self.image, (self.pos_x, self.pos_y)) def maj(self): self.fenetre.blit(self.image, (self.pos_x,self.pos_y)) def verifier(self, long, nbr): print("ici") if self.pos_x <= -long : self.pos_x = self.pos_x + long * nbr class Calques(): def __init__ (self, fenetre): self.fenetre = fenetre self.lst_calques = [] def ajouter_calque(self,pos_calque): #pos_calque vas permettre de choisir la position du calque parmis les autres calques - pas encore fncelle #pr le moment le calque se rajoute a la fin self.calque = [] self.lst_calques.append(self.calque) def ajouter_element(self, nom, i_calque, chm_acces, pos_x, pos_y): self.nom = nom self.chm_acces = chm_acces self.pos_x = pos_x self.pos_y = pos_y self.nom = Image(self.fenetre, self.chm_acces, self.pos_x, self.pos_y) self.lst_calques[i_calque].append(self.nom) print(self.lst_calques) def deplacer_calque(self, i_calque, axe, sens, vitesse, size, nbr): self.axe = axe self.sens = sens self.vitesse = vitesse for element in self.lst_calques[i_calque]: self.nom.verifier(size,nbr) element.translater(self.axe, self.sens, self.vitesse) print(self.nom.pos_x) def maj_calque(self, i_calque): for element in self.lst_calques[i_calque]: element.maj()