import pygame import os from enum import Enum # VARIABLE STARTS WITH ... IF IT'S # V a value like a string or an int # STRUCT a list or other structure of values # ASSET a png file (or other graphic format) # MAP a JSON map file # ================= # # === VARIABLES === # # ================= # V_NAME_OF_WINDOW = "MineFusion TM" ASSETS_DIR = os.path.join("resources", "assets") V_FPS = 60 V_TILE_SIZE = 60 V_GRID_VER_TILES = V_GRID_HOR_TILES = 10 # vertical (number of rows), horizontal (number of columns) V_SCREEN_PADDING = 10 V_WINDOW_HEIGHT = V_TILE_SIZE * V_GRID_VER_TILES V_WINDOW_WIDTH = V_TILE_SIZE * V_GRID_HOR_TILES SCREEN = pygame.display.set_mode( ( V_TILE_SIZE * V_GRID_HOR_TILES + 2 * V_SCREEN_PADDING, # screen width V_TILE_SIZE * V_GRID_HOR_TILES + 2 * V_SCREEN_PADDING # screen height ) ) # =============== # # ==== ENUMS ==== # # =============== # class Direction(Enum): UP = 0 RIGHT = 1 DOWN = 2 LEFT = 3 class Action(Enum): ROTATE_LEFT = 0 ROTATE_RIGHT = 1 GO = 2 # =============== # # === STRUCTS === # # =============== # # # NORMAL STRUCTS # # USED BY JSON GENERATOR # used to generate random tile colors STRUCT_TILE_COLORS = ["BLUE", "GREEN", "ORANGE", "PURPLE", "RED", "WHITE", "YELLOW"] # used to generate random mines and create not random mines STRUCT_MINE_TYPES = ["standard", "chained", "time"] STRUCT_MINE_ASSET_TYPES = ['A', 'B', 'F', 'K'] # values that are predefined for certain mine types and can't be changed by changing any parameters # put here all dict keys that have hardcoded values and are not supposed to be editable HARDCODED_VALUES = ["asset", "mine_type"] # default values and key-value pairs for JsonGenerator class # when defining a new mine it's dict template must be put here STRUCT_MINE_ATTRIBUTES = { "standard": { "asset": STRUCT_MINE_ASSET_TYPES.__getitem__(0), "mine_type": "standard" }, "chained": { "asset": STRUCT_MINE_ASSET_TYPES.__getitem__(1), "mine_type": "chained", "predecessor": None }, "time": { "asset": STRUCT_MINE_ASSET_TYPES.__getitem__(2), "mine_type": "time", "timer": None } } # types of attributes the mines have # used for random mine generation # int - integral number # (int, int) - index "row,column" where row=int and column=int (used exclusively for chained mine) STRUCT_MINE_ATTRIBUTE_TYPES = { "standard": [], "chained": [], "time": [int] } # ============== # # ==== MAPS ==== # # ============== # MAP_RANDOM_10x10 = os.path.join("resources", "minefields", "secondmap.json") # ============== # # === ASSETS === # # ============== # ASSET_BACKGROUND = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "new_grid.png")), (V_WINDOW_WIDTH, V_WINDOW_WIDTH) ) ASSET_SAPPER = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "robot_sapper.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_WALL = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "brick_wall.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_MINE_A = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "mine_a.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_MINE_B = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "mine_b.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_MINE_F = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "mine_f.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_MINE_K = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "mine_k.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_TILE_ORANGE = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "tile_orange.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_TILE_RED = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "tile_red.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_TILE_BLUE = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "tile_blue.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_TILE_PURPLE = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "tile_purple.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_TILE_GREEN = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "tile_green.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_TILE_YELLOW = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "tile_yellow.png")), (V_TILE_SIZE, V_TILE_SIZE) ) ASSET_TILE_WHITE = pygame.transform.scale( pygame.image.load(os.path.join(ASSETS_DIR, "tile_white.png")), (V_TILE_SIZE, V_TILE_SIZE) )