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;
}