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import os
import random
import pygame
from pygame.locals import *
pygame.init()
os.environ["SDL_VIDEO_WINDOW_POS"] = "0, 28" #positionne la fenêtre sur l'écran d'ordinateur
fenetre = pygame.display.set_mode((1535, 794))
from bibliotheque.affichage import ecran #importation du module ecran
arriere_plan = pygame.image.load("images/montagne_debut_jeu.jpg").convert() #image fond d'écran
x = 443 #x,y coordonnés d'apparition du personnage
y = 80
nx = 0 #coordonnées permettant le mouvement. Elles sont à 0 au début
ny = 0
pex = 500#random.randint(415,1115)
pey = 350#random.randint(65,750)
print(pex, pey)
pas_pepite_x = (((int(pex / 57))+1)*57)
pas_pepite_y = (((int(pey / 57))+1)*57)
print(type(pas_pepite_x))
print(type(pas_pepite_y))
print(pas_pepite_x,pas_pepite_y)
pyrx = 700#random.randint(415,1115)
pyry = 350#random.randint(65,750)
print(pyrx,pyry)
pas_pyr_x = (((int(pyrx / 57))+1)*57)
pas_pyr_y = (((int(pyry / 57))+1)*57)
print(type(pas_pyr_x))
print(type(pas_pyr_y))
print(pas_pyr_x,pas_pyr_y)
personnage = pygame.image.load("images/perso.jpg").convert()
pepite_or = pygame.image.load("images/pepite_d_or.jpg").convert()
pepite_or_rect = pepite_or.get_rect(topleft =((pas_pepite_x), (pas_pepite_y)))
pyrite = pygame.image.load("images/pyrite.jpg").convert()
pyrite_rect = pyrite.get_rect(topleft = ((pas_pyr_x), (pas_pyr_y)))
position_perso = personnage.get_rect()#créer un rectangle sur le personnage
position_perso.center = x , y
terrain = pygame.Surface((770,725)).convert()#surface permettant la création des bordures du terrain
terrain_rect = terrain.get_rect(topleft =(429,59))
menu = pygame.image.load("images/menu.png").convert()
echap = 1
jeu = 1
py = True #boléen pour la pyrite
while jeu:
for event in pygame.event.get():
if event.type == QUIT:
jeu = 0
if event.type == KEYDOWN:
if event.key == K_ESCAPE and echap == 1:
fenetre.blit(menu,(560,220))
pygame.display.update()
echap = 0
print("boubou")
if event.key == K_ESCAPE and echap == 0:
echap = 1
fenetre.blit(arriere_plan,(0,0))
fenetre.blit(pepite_or,pepite_or_rect)
fenetre.blit(pyrite, pyrite_rect)
fenetre.blit(personnage, position_perso)
pygame.display.flip()
if event.key == K_w: #carac == 'z': #si la valeur de la touche est celle de z alors
nx = 0 #tu n'avance pas en x mais
ny = -57#tu recules en y
position_perso = position_perso.move(nx,ny)#variable permettant le mouvemment avec nx et ny
if event.key == K_s:
nx = 0
ny = 57
position_perso = position_perso.move(nx,ny)
if event.key == K_d:
nx = 57
ny = 0
position_perso = position_perso.move(nx,ny)
if event.key == K_a:
nx = -57
ny = 0
position_perso = position_perso.move(nx,ny)
if pepite_or_rect.collidepoint(position_perso.topleft):
nx = 0
ny = 0
print("ok")
jeu = 0
if pyrx == pex and pyry == pey:
pyrx = random.randint(415,1115)
pyry = random.randint(65,750)
pas_pyr_x = (((int(pyrx / 57))+1)*57)
pas_pyr_y = (((int(pyry / 57))+1)*57)
pyrite_rect = pyrite.get_rect(topleft = ((pas_pyr_x), (pas_pyr_y)))
if pyrite_rect.collidepoint(position_perso.topleft) and py == True:
pex = random.randint(415,1115)
pey = random.randint(65,750)
pas_pepite_x = (((int(pex / 57))+1)*57)
pas_pepite_y = (((int(pey / 57))+1)*57)
pepite_or_rect = pepite_or.get_rect(topleft =((pas_pepite_x), (pas_pepite_y)))
print("tout marche")
py = False
position_perso.clamp_ip(terrain_rect)
pepite_or_rect.clamp_ip(terrain_rect)
pyrite_rect.clamp_ip(terrain_rect)
fenetre.blit(arriere_plan,(0,0))
fenetre.blit(pepite_or,pepite_or_rect)
fenetre.blit(pyrite, pyrite_rect)
fenetre.blit(personnage, position_perso)
pygame.display.flip()
pygame.quit() |
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