def __init__(self, pad, surface, nom): self.pad = Objects.Bumpangle(2, pad[0], pad[1], pad[2], pad[3]) self.left_border = Objects.Bumpangle(1, 0, 0, self.border_width, surface[1]) self.right_border = Objects.Bumpangle(1, surface[0] - self.border_width, 0, self.border_width, surface[1]) self.top_border = Objects.Bumpangle(0, 0, 0, surface[0], self.border_width) self.ball = Objects.Ball((pad[0] + pad[2]) - (pad[2] / 2 + 5), pad[1] - 10, 10, 10) self.niveau = Niveau.Level() list_of_bricks = self.niveau.create_bricks() self.launched = True self.srf_fond = pygame.display.set_mode((surface[0], surface[1])) self.taille_srf_fond = surface self.horloge = pygame.time.Clock() self.started = False self.list_to_draw = [ (self.srf_fond, self.color_pad, self.pad), (self.srf_fond, self.color_border, self.left_border), (self.srf_fond, self.color_border, self.right_border), (self.srf_fond, self.color_border, self.top_border), (self.srf_fond, self.color_ball, self.ball) ] self.list_object_to_collide = [ self.pad, self.top_border, self.left_border, self.right_border, ] i = 0 for brique in list_of_bricks: if brique.id == -1: self.list_to_draw.append((self.srf_fond, self.color_brick, brique.display_rectangle)) for rectangle in brique.list_of_rect: self.list_object_to_collide.append(rectangle) rectangle.set_id(i) brique.display_rectangle.set_id(i) elif brique.id == 1: self.list_to_draw.append( (self.srf_fond, self.color_unbrickable, brique.display_rectangle)) for rectangle in brique.list_of_rect: self.list_object_to_collide.append(rectangle) i += 1 pygame.display.set_caption(nom)