191 lines
4.8 KiB
Python
191 lines
4.8 KiB
Python
import pygame
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import os
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from enum import Enum
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# VARIABLE STARTS WITH ... IF IT'S
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# V a value like a string or an int
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# STRUCT a list or other structure of values
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# ASSET a png file (or other graphic format)
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# MAP a JSON map file
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# ================= #
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# === VARIABLES === #
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# ================= #
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V_NAME_OF_WINDOW = "MineFusion TM"
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ASSETS_DIR = os.path.join("resources", "assets")
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V_FPS = 60
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ACTION_INTERVAL = 1 # interval between two actions in seconds
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V_TILE_SIZE = 60
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V_GRID_VER_TILES = V_GRID_HOR_TILES = 10 # vertical (number of rows), horizontal (number of columns)
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V_SCREEN_PADDING = 10
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V_WINDOW_HEIGHT = V_TILE_SIZE * V_GRID_VER_TILES
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V_WINDOW_WIDTH = V_TILE_SIZE * V_GRID_HOR_TILES
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SCREEN = pygame.display.set_mode(
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(
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V_TILE_SIZE * V_GRID_HOR_TILES + 2 * V_SCREEN_PADDING, # screen width
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V_TILE_SIZE * V_GRID_HOR_TILES + 2 * V_SCREEN_PADDING # screen height
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)
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)
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# =============== #
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# ==== ENUMS ==== #
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# =============== #
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class Direction(Enum):
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UP = 0
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RIGHT = 1
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DOWN = 2
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LEFT = 3
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def next(self):
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v = (self.value + 1) % 4
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return Direction(v)
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def previous (self):
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v = (self.value - 1) % 4
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return Direction(v)
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class Action(Enum):
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ROTATE_LEFT = 0
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ROTATE_RIGHT = 1
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GO = 2
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# =============== #
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# === STRUCTS === #
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# =============== #
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# # NORMAL STRUCTS
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# # USED BY JSON GENERATOR
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# used to generate random tile colors
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STRUCT_TILE_COLORS = ["BLUE", "GREEN", "ORANGE", "PURPLE", "RED", "WHITE", "YELLOW"]
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# used to generate random mines and create not random mines
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STRUCT_MINE_TYPES = ["standard", "chained", "time"]
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STRUCT_MINE_ASSET_TYPES = ['A', 'B', 'F', 'K']
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# values that are predefined for certain mine types and can't be changed by changing any parameters
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# put here all dict keys that have hardcoded values and are not supposed to be editable
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HARDCODED_VALUES = ["asset", "mine_type"]
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# default values and key-value pairs for JsonGenerator class
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# when defining a new mine it's dict template must be put here
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STRUCT_MINE_ATTRIBUTES = {
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"standard": {
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"asset": STRUCT_MINE_ASSET_TYPES.__getitem__(0),
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"mine_type": "standard"
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},
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"chained": {
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"asset": STRUCT_MINE_ASSET_TYPES.__getitem__(1),
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"mine_type": "chained",
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"predecessor": None
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},
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"time": {
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"asset": STRUCT_MINE_ASSET_TYPES.__getitem__(2),
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"mine_type": "time",
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"timer": None
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}
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}
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# types of attributes the mines have
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# used for random mine generation
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# int - integral number
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# (int, int) - index "row,column" where row=int and column=int (used exclusively for chained mine)
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STRUCT_MINE_ATTRIBUTE_TYPES = {
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"standard": [],
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"chained": [],
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"time": [int]
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}
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# ============== #
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# ==== MAPS ==== #
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# ============== #
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MAP_RANDOM_10x10 = os.path.join("resources", "minefields", "secondmap.json")
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# ============== #
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# === ASSETS === #
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# ============== #
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ASSET_BACKGROUND = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "new_grid.png")),
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(V_WINDOW_WIDTH, V_WINDOW_WIDTH)
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)
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ASSET_SAPPER = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "robot_sapper.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_WALL = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "brick_wall.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_MINE_A = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "mine_a.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_MINE_B = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "mine_b.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_MINE_F = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "mine_f.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_MINE_K = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "mine_k.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_TILE_ORANGE = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "tile_orange.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_TILE_RED = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "tile_red.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_TILE_BLUE = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "tile_blue.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_TILE_PURPLE = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "tile_purple.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_TILE_GREEN = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "tile_green.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_TILE_YELLOW = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "tile_yellow.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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ASSET_TILE_WHITE = pygame.transform.scale(
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pygame.image.load(os.path.join(ASSETS_DIR, "tile_white.png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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