package propra2012.gruppe33.bomberman; import com.indyforge.twod.engine.graphics.rendering.scenegraph.math.Vector2f; /** * * Here we store the grid constants. * * @author Christopher Probst * @author Malte Schmidt * */ public interface GameConstants { int START_SPEED_ITEMS = 5; Vector2f BOMB_SCALE = new Vector2f(0.4f, 0.4f); Vector2f BOMB_SCALE_VELOCITY = new Vector2f(0.1f, 0.1f); Vector2f ITEM_SCALE = new Vector2f(0.6f, 0.6f); Vector2f PLAYER_SCALE = new Vector2f(1.5f, 1.5f); String MAP_NAME_KEY = "map"; String MAP_WIDTH_PROP = "width"; String MAP_HEIGHT_PROP = "height"; /* * The next map! */ String NEXT = "next"; // ************ SOUND START String EXP_SOUND = "exp_sound"; String EAT_SOUND = "eat_sound"; String SHIELD_ON_SOUND = "shield_on_sound"; String SHIELD_OFF_SOUND = "shield_off_sound"; String PICKUP_SOUND = "pickup_sound"; String PLACE_SOUND = "place_sound"; String GLASS_SOUND = "glass_sound"; String MUSIC_SOUND = "music_sound"; // ************ SOUND END // ************ ITEMS GUI START String ITEM_INTERFACE = "item_interface"; // ************ ITEMS GUI END String ACTIVE_FLARE_IMAGE = "active_flare_image"; // ************ ITEMS START String EXP_SPRITE = "exp_sprite"; String EXP_SPRITE_WIDTH = "exp_sprite_columns"; String EXP_SPRITE_HEIGHT = "exp_sprite_rows"; String DEFAULT_BOMB_IMAGE = "default_bomb_image"; String DEFAULT_BOMB_BAG_IMAGE = "default_bomb_bag_image"; int DEFAULT_BOMB_RANGE = 1; float DEFAULT_BOMB_DELAY = 3; String NUKE_BOMB_IMAGE = "nuke_bomb_image"; String NUKE_BOMB_BAG_IMAGE = "nuke_bomb_bag_image"; int NUKE_BOMB_RANGE = 3; float NUKE_BOMB_DELAY = 3; String FAST_BOMB_IMAGE = "fast_bomb_image"; String FAST_BOMB_BAG_IMAGE = "fast_bomb_bag_image"; int FAST_BOMB_RANGE = 1; float FAST_BOMB_DELAY = 1; String PALISADE_HORI_IMAGE = "palisade_hori_image"; String PALISADE_VERT_IMAGE = "palisade_vert_image"; String PALISADE_BAG_IMAGE = "palisade_bag_image"; String SHIELD_IMAGE = "shield_image"; String SHIELD_POTION_IMAGE = "shield_potion_image"; // ************ ITEMS END // ************ PERM - ITEMS START String SPEED_IMAGE = "speed_image"; String SLOW_SHROOM_IMAGE = "slow_shroom_image"; String FAST_SHROOM_IMAGE = "fast_shroom_image"; // ************ PERM - ITEMS END // ************ NATURE START String BREAKABLE_IMAGE = "breakable_image"; String SOLID_IMAGE = "solid_image"; String GROUND_IMAGE = "ground_image"; String ESCAPE_IMAGE = "escape_image"; // ************ NATURE END // ************ WALLS START String CORNER_LD_IMAGE = "corner_ld_image"; String CORNER_LU_IMAGE = "corner_lu_image"; String CORNER_RD_IMAGE = "corner_rd_image"; String CORNER_RU_IMAGE = "corner_ru_image"; String WALL_D_IMAGE = "wall_d_image"; String WALL_U_IMAGE = "wall_u_image"; String WALL_L_IMAGE = "wall_l_image"; String WALL_R_IMAGE = "wall_r_image"; // ************ WALLS END String SESSIONS_KEY = "sessions"; String PLAYERS_KEY = "players"; int BACKGROUND_INDEX = -10; int EXPLOSION_INDEX = 100000; int SHIELD_INDEX = 100; int ITEM_INDEX = -1; String BOMB_TAG = "bomb"; String SOLID_TAG = "solid"; String BREAKABLE_TAG = "breakable"; String PLAYER_TAG = "player"; String FREE_TAG = "free"; String EXPLOSION_TAG = "explosion"; String SHIELD_TAG = "shield"; /** * MAP FILE CONSTANTS! */ char UP_BARRIER = 'u'; char DOWN_BARRIER = 'd'; char LEFT_BARRIER = 'l'; char RIGHT_BARRIER = 'r'; char UP_LEFT_CORNER = '('; char UP_RIGHT_CORNER = ')'; char DOWN_LEFT_CORNER = '['; char DOWN_RIGHT_CORNER = ']'; char SPAWN = 's'; /** * Free fields use the defined default speed. To configure field with a * custom speed you can use the numbers 0-9. * <p> * ' ' = 100% of default speed. * <p> * <b>Range '0' to '4'</b> * <p> * <ul> * <li>'0' = 0% of default speed.</li> * <li>'1' = 20% of default speed.</li> * <li>'2' = 40% of default speed.</li> * <li>'3' = 60% of default speed.</li> * <li>'4' = 80% of default speed.</li> * </ul> * * <p> * <b>Range '5' to '9'</b> * <p> * <ul> * <li>'5' = 120% of default speed.</li> * <li>'6' = 140% of default speed.</li> * <li>'7' = 160% of default speed.</li> * <li>'8' = 180% of default speed.</li> * <li>'9' = 200% of default speed.</li> * </ul> */ char FREE = ' '; char SOLID = '#'; /** * This value specifies the offset of a breakable object. To setup a * breakable field on which you can go with 60% of the default speed just * <p> * <code>char field = '3' + BREAKABLE_OFFSET;</code> */ char BREAKABLE_OFFSET = 10000; }