use Player static vars for texture loading, and load from the PROJECT_DATA_DIR path
#ifndef CONFIG_HH
#define CONFIG_HH
// XXX: merge this as Config.hh.in?
#include "config.h"
#include <ClanLib/display.h>
// This is a temporary way to declare different constants. Maybe we
// should do somekind of resource manager? Do we have time?
// Mathematical constants
const float KG_PI = 3.14159265;
// Physics simulation
// Physics resolution
const uint16_t MAP_WIDTH = 800;
const uint16_t MAP_HEIGHT = 600;
const float MAP_SCALE = 1; // One "pixel" in "real" units
// Simulation
const uint16_t PHYSICS_TICK_MS = 10;
// Constants affecting physics
const float MAP_GRAVITY = 1500.0;
// Player properties
const float PLAYER_MASS = 10.0;
const float PLAYER_MOVE_FORCE = 1100.0;
const float PLAYER_MIN_SPEED = 10.0;
const float PLAYER_JUMP_MIN_DISTANCE = 5.0;
const float PLAYER_AIM_MIN = -KG_PI/4;
const float PLAYER_AIM_MAX = KG_PI/2;
const float PLAYER_INITIAL_X = 400.0;
const float PLAYER_INITIAL_Y = 300.0;
const float CROSSHAIR_ANGLE_SPEED = PI/40;
const float PLAYER_MAX_SPEED = 43;
const float PLAYER_WALK_SPEED = 33;
const float PLAYER_COLLISION_ELASTICITY = 0.25; // TODO: This could be
// different for different
// objects
// Graphical properties
const CL_Color COLOR_EMPTY(86, 41, 0);
const CL_Color COLOR_DIRT(144, 82, 23);
const CL_Color COLOR_ROCK(132, 136, 135);
// Drawing
const std::string PLAYER_SKIN_PATH = (PROJECT_DATA_DIR "/skin.png");
#endif