author | Tero Marttila <terom@fixme.fi> |
Tue, 20 Jan 2009 23:30:18 +0200 | |
changeset 408 | e6cfc44266af |
parent 398 | 306825786fba |
child 412 | 721c60072091 |
permissions | -rw-r--r-- |
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#ifndef CONFIG_HH |
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#define CONFIG_HH |
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// XXX: merge this as Config.hh.in? |
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#include "config.h" |
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#include "Types.hh" |
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#include <ClanLib/display.h> |
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// This is a temporary way to declare different constants. Maybe we |
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// should do somekind of resource manager? Do we have time? |
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/** |
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* The value of pi used in physics/graphics calculations |
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*/ |
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const float KG_PI = 3.14159265; |
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/** |
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* Random generator seed to use for terrain generator |
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*/ |
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const int TERRAIN_RANDOM_SEED = 1337; |
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/** |
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* Terrain size, equal to physics simulation size |
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*/ |
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const PixelDimension TERRAIN_WIDTH = 1000; |
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const PixelDimension TERRAIN_HEIGHT = 800; |
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/** Engine timeout, this determines our minimum tick rate */ |
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const TimeMS ENGINE_TIMEOUT_MS = 10; |
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/** Physics tick interval */ |
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const TimeMS PHYSICS_TICK_MS = 10; |
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/** Input handling keyboard poll interval */ |
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const TimeMS INPUT_POLL_INTERVAL = 10; |
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/** How long to block INPUT_FLAG_NOREPEAT for */ |
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const TimeMS INPUT_REPEAT_DELAY = 250; |
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/** |
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* The force of gravity on objects, exerted on the Y axis |
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*/ |
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const float MAP_GRAVITY = 1500.0; |
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// Player properties |
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const float PLAYER_MASS = 10.0; |
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const float PLAYER_MOVE_FORCE = 1100.0; |
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const float PLAYER_MIN_SPEED = 10.0; |
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const float PLAYER_JUMP_MIN_DISTANCE = 5.0; |
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const float PLAYER_AIM_MIN = -3*KG_PI/8; |
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const float PLAYER_AIM_MAX = KG_PI/2; |
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const float PLAYER_INITIAL_X = 400.0; |
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const float PLAYER_INITIAL_Y = 300.0; |
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const float PLAYER_CROSSHAIR_DISTANCE = 20.0; |
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const float PLAYER_CROSSHAIR_WIDTH = 4; |
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const float CROSSHAIR_ANGLE_SPEED = PI/2000; |
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const float PLAYER_MAX_SPEED = 43; |
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const float PLAYER_WALK_SPEED = 33; |
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const float PLAYER_COLLISION_ELASTICITY = 0.25; // TODO: This could be |
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// different for different |
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// objects |
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const float PLAYER_RADIUS = 10; |
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/** What size of hole to dig */ |
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const float PLAYER_DIG_RADIUS = 15; |
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/** Player's initial health */ |
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const Health PLAYER_HEALTH = 100; |
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/** How long to wait after dying to respawn */ |
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const TimeMS PLAYER_RESPAWN_DELAY = 2500; |
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/* |
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* Projectiles |
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*/ |
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// object mass... |
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const float PROJECTILE_MASS = 10.0; |
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// how far away from the player the projectile spawns |
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const float PROJECTILE_START_DISTANCE = 10.0; |
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/* |
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* @name Rope |
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* @{ |
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*/ |
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/** How much to grow the rope length by on every ROPE_UP/DOWN */ |
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const float ROPE_GROWTH_RATE = 5; |
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/** The force that the rope exerts on the player when the length is too long */ |
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const float ROPE_FORCE = 3500; |
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/** Same as player mass...? */ |
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const float ROPE_MASS = 10.0; |
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/** Initial rope length... this should probably be a bit more dynamic? */ |
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const float ROPE_LENGTH = 100.0; |
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/** Initial velocity of the rope when thrown */ |
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const float ROPE_VELOCITY = 500; |
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/** |
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* Rope colors, it should alternate between these two |
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*/ |
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const CL_Color ROPE_COLOR_LIGHT = CL_Color(198, 100, 2); |
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const CL_Color ROPE_COLOR_DARK = CL_Color(159, 79, 1); |
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// @} |
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// Graphical properties |
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const CL_Color COLOR_EMPTY(86, 41, 0); |
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const CL_Color COLOR_DIRT(144, 82, 23); |
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const CL_Color COLOR_ROCK(132, 136, 135); |
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// graphics params |
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const std::string GRAPHICS_WINDOW_TITLE = (std::string() + PROJECT_LONG_NAME + " : Version " + PROJECT_VERSION); |
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const uint32_t GRAPHICS_RESOLUTION_WIDTH = 800; |
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const uint32_t GRAPHICS_RESOLUTION_HEIGHT = 600; |
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const uint16_t GRAPHICS_UPDATE_INTERVAL_MS = 20; |
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const bool GRAPHICS_FULLSCREEN = false; |
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/** |
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* Number of pixels between lines |
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*/ |
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const PixelDimension GRAPHICS_INFO_TEXT_LINE_OFFSET = 5; |
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// Filesystem paths |
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const std::string PLAYER_SKIN_PATH = (PROJECT_DATA_DIR "/skin.png"); |
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const std::string RESOURCE_XML_PATH = (PROJECT_DATA_DIR "/resources.xml"); |
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#endif |