import pygame import random class Cloud: def __init__(self, pos: tuple[float, float], img: pygame.Surface, speed: float, depth: float): self.pos: list[float] = list(pos) self.image: pygame.Surface = img self.speed: float = speed self.depth: float = depth def update(self) -> None: self.pos[0] += self.speed def render(self, surface: pygame.Surface, offset: tuple[int, int] = (0, 0)) -> None: render_pos = (self.pos[0] - offset[0] * self.depth, self.pos[1] - offset[1] * self.depth) surface.blit(self.image, (render_pos[0] % (surface.get_width() + self.image.get_width()) - self.image.get_width(), render_pos[1] % (surface.get_height() + self.image.get_height()) - self.image.get_height()) ) class Clouds: def __init__(self, cloud_images: list[pygame.Surface], count: int = 16): self.clouds: list[Cloud] = [] for _ in range(count): self.clouds.append(Cloud((random.random() * 99999, random.random() * 99999), random.choice(cloud_images), (random.random() * 0.05 + 0.05) * 1, random.random() * 0.6 + 0.2)) self.clouds.sort(key=lambda x: x.depth) def update(self) -> None: for cloud in self.clouds: cloud.update() def render(self, surface: pygame.Surface, offset: tuple[int, int] = (0, 0)) -> None: for cloud in self.clouds: cloud.render(surface, offset)