Projekt_Sztuczna_Inteligencja/project_constants.py

178 lines
3.9 KiB
Python

import pygame
import os
from enum import Enum
from ui.button import Button
from ui.input_box import InputBox
# VARIABLE STARTS WITH ... IF IT'S
# V a value like a string or an int
# STRUCT a list or other structure of values
# FUNC a function
# OBJ a classes instance
# ASSET a png file (or other graphic format) (moved to asset_constants)
# MAP a JSON map file
# ================= #
# === VARIABLES === #
# ================= #
V_NAME_OF_WINDOW = "MineFusion TM"
V_FPS = 60
EXPLOSION_PENALTY = 200
ROOT_DIR = os.path.dirname(os.path.abspath(__file__))
DIR_ASSETS = os.path.join(ROOT_DIR, "resources", "assets")
# If below 1, in-game second flies faster than the real one
TURN_INTERVAL = 0.5 # interval between two turns in seconds
V_TILE_SIZE = 60
V_GRID_VER_TILES = 10 # vertical (number of rows)
V_GRID_HOR_TILES = 10 # horizontal (number of columns)
V_SCREEN_PADDING = 10
V_NUMBER_PADDING = 50
V_TILE_AREA_HEIGHT = V_TILE_SIZE * V_GRID_VER_TILES
V_TILE_AREA_WIDTH = V_TILE_SIZE * V_GRID_HOR_TILES
# side menu values
V_SIDE_MENU_WIDTH = 80
V_INPUT_BOX_HEIGHT = 55
V_BUTTON_HEIGHT = 40
SCREEN_WIDTH = V_TILE_AREA_WIDTH + 2 * V_SCREEN_PADDING + V_NUMBER_PADDING + V_SIDE_MENU_WIDTH + 10
SCREEN_HEIGHT = V_TILE_AREA_HEIGHT + 2 * V_SCREEN_PADDING + V_NUMBER_PADDING
SCREEN = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
EXPLOSIONS = pygame.sprite.Group()
# =============== #
# ==== ENUMS ==== #
# =============== #
class Direction(Enum):
UP = 0
RIGHT = 1
DOWN = 2
LEFT = 3
def next(self):
v = (self.value + 1) % 4
return Direction(v)
def previous(self):
v = (self.value - 1) % 4
return Direction(v)
class Action(Enum):
ROTATE_LEFT = 0
ROTATE_RIGHT = 1
GO = 2
class Digit(Enum):
ONES = 0
TENS = 1
MINUTES = 2
class Coords(Enum):
X = 0
Y = 1
class Terrain(Enum):
CONCRETE = 2
GRASS = 5
MUD = 8
MINE = 500
# =============== #
# === STRUCTS === #
# =============== #
# # NORMAL STRUCTS
# # USED BY JSON GENERATOR
# used to generate random tile colors
STRUCT_TILE_TERRAINS = ["CONCRETE", "GRASS", "MUD"]
# used to generate random mines and create not random mines
STRUCT_MINE_TYPES = ["standard", "chained", "time"]
# 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 = ["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": {
"mine_type": "standard"
},
"chained": {
"mine_type": "chained",
"predecessor": None
},
"time": {
"mine_type": "time",
"timer": None
}
}
# types of attributes the mines have
# used for random mine generation
# int - integral number
STRUCT_MINE_ATTRIBUTE_TYPES = {
"standard": [],
"chained": [],
"time": [int]
}
# ============== #
# ==== FUNC ==== #
# ============== #
def get_tile_coordinates(position):
row, column = position
padding = V_SCREEN_PADDING + V_NUMBER_PADDING
return tuple((padding + column * V_TILE_SIZE, padding + row * V_TILE_SIZE))
# ============= #
# ==== OBJ ==== #
# ============= #
# initializing pygame modules so all instances can be constructed properly
pygame.init()
# creating old ui components used in menu
HIGHLIGHT = pygame.transform.scale(
pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_white.png")),
(V_TILE_SIZE, V_TILE_SIZE)
)
HIGHLIGHT.set_alpha(100)
MINE_INACTIVE = pygame.transform.scale(
pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_black.png")),
(V_TILE_SIZE, V_TILE_SIZE)
)
MINE_INACTIVE.set_alpha(160)
# ============== #
# ==== MAPS ==== #
# ============== #
MAP_RANDOM_10x10 = os.path.join("resources", "minefields", "fourthmap.json")