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global_vars.py
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"""Holds all global vars"""
import math
import pygame
import spritesheet
from user_prompts import *
PIXEL_SIZE = 1
GLOBAL_SCALAR = PIXEL_SIZE/4
(set_window_dimensions,window_width_input,window_height_input) = window_dimensions()
WINDOW_WIDTH = 32 * 16 if not set_window_dimensions else window_width_input
WINDOW_HEIGHT = 32 * 16 if not set_window_dimensions else window_height_input
WINDOW_SIZE = (WINDOW_WIDTH,WINDOW_HEIGHT)
WINDOW_SCALAR = ((WINDOW_WIDTH + WINDOW_HEIGHT)/1200)
CENTER_SCREEN = (WINDOW_WIDTH/2,WINDOW_HEIGHT/2)
screen = pygame.display.set_mode(WINDOW_SIZE)
pygame.display.set_caption("Island Generator")
clock = pygame.time.Clock()
# test_font = pygame.font.Font("harolds_journey/font/Pixeltype.ttf",50)
bg_surf = pygame.draw.rect(screen,"#222277",(0,0,WINDOW_WIDTH,WINDOW_HEIGHT))
# bg_surf = pygame.image.load("").convert_alpha()
# bg_height = bg_surf.get_height()
# bg_width = bg_surf.get_width()
# bg_height_scalar = WINDOW_HEIGHT / bg_height
# bg_width_scalar = WINDOW_WIDTH / bg_width
# if WINDOW_WIDTH > bg_width or WINDOW_HEIGHT > bg_height:
# bg_scalar = bg_width_scalar if bg_width_scalar >= bg_height_scalar else bg_height_scalar
# bg_surf = pygame.transform.scale_by(bg_surf,bg_scalar)
# Tileset spritesheet
sprite_sheet = spritesheet.spritesheet("island_tileset.png")
default_image = sprite_sheet.image_at((0, 0, 16, 16), colorkey=(0, 0, 0))
image_coords = [
(0, 0, 16, 16),
(16, 16, 16, 16),(32, 16, 16, 16),(48, 16, 16, 16),(64, 16, 16, 16),
(16, 32, 16, 16),(32, 32, 16, 16),(48, 32, 16, 16),(64, 32, 16, 16),
(16, 48, 16, 16),(32, 48, 16, 16),(48, 48, 16, 16),(64, 48, 16, 16),
(16, 64, 16, 16),(32, 64, 16, 16),(48, 64, 16, 16),(64, 64, 16, 16),
]
# Load two images into an array, their transparent bit is (0, 0, 0)
images = sprite_sheet.images_at(image_coords, colorkey=(0, 0, 0))
image = default_image
IMAGE_PIXEL_SIZE = 16
pygame_icon = sprite_sheet.image_at((16, 16, 16, 16), colorkey=(0, 0, 0))
pygame.display.set_icon(pygame_icon)
(set_scale_slider,scale_slider_input) = scale_slider()
scale_slider_value = 4 if not set_scale_slider else scale_slider_input
scale = scale_slider_value * GLOBAL_SCALAR
TILE_SIZE = int(scale * IMAGE_PIXEL_SIZE)
vector_list = []
tile_map = {}
(set_land_chance,land_chance_input) = land_chance()
LAND_CHANCE_PERCENT_INT = 50 if not set_land_chance else land_chance_input
TILE_MAP_WIDTH = math.floor(WINDOW_WIDTH/TILE_SIZE)
TILE_MAP_HEIGHT = math.floor(WINDOW_HEIGHT/TILE_SIZE)
NUM_TILES = TILE_MAP_WIDTH*TILE_MAP_HEIGHT
VECTORS_WIDTH = TILE_MAP_WIDTH+1
VECTORS_HEIGHT = TILE_MAP_HEIGHT+1
NUM_VECTORS = VECTORS_WIDTH*VECTORS_HEIGHT
(TILE_MAP_END_X_POS,TILE_MAP_END_Y_POS) = (((TILE_MAP_WIDTH*TILE_SIZE)-TILE_SIZE),((TILE_MAP_HEIGHT*TILE_SIZE)-TILE_SIZE))
TILE_MAP_END_POS = (TILE_MAP_END_X_POS,TILE_MAP_END_Y_POS)
(VECTORS_END_X_POS,VECTORS_END_Y_POS) = (((VECTORS_WIDTH*TILE_SIZE)-TILE_SIZE),((VECTORS_HEIGHT*TILE_SIZE)-TILE_SIZE))
VECTORS_END_POS = (VECTORS_END_X_POS,VECTORS_END_Y_POS)
tile_map_positions = []
tile_map_types = []
generation = choose_generation()
load_from_shape = not generation
pre_color_tiles = tile_color_order()
post_color_tiles = not pre_color_tiles
vectors_rotate = rotate_vectors_prompt()
vectors_display = display_vectors_prompt()
color_tiles_after = True
clicked_mouse_pos = (0,0)
mouse_clicked = False
tile_pos_locator = False
constant_mouse_pos_display = False