cars and run 2d
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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()