doodle/pkg/balance/numbers.go
Noah Petherbridge 08e65c32b5 Overhaul the Platformer Physics System
* Player character now experiences acceleration and friction when
  walking around the map!
* Actor position and movement had to be converted from int's
  (render.Point) to float64's to support fine-grained acceleration
  steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
  for render.Point. Vector is used for uix.Actor.Position() for the sake
  of movement math. Vector is flattened back to a render.Point for
  collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
  can have a Position that's a Vector instead of a Point). This broke
  some code that expected `.Doodad` to directly reference the
  Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
  was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
  collision, where it uses its own slimmer Actor interface for just the
  relevant methods it needs.
2020-04-04 21:00:32 -07:00

52 lines
894 B
Go

package balance
// Numbers.
var (
// Window dimensions.
Width = 1024
Height = 768
// Speed to scroll a canvas with arrow keys in Edit Mode.
CanvasScrollSpeed = 8
// Window scrolling behavior in Play Mode.
ScrollboxHoz = 256 // horizontal px from window border to start scrol
ScrollboxVert = 128
// Player speeds
PlayerMaxVelocity float64 = 6
PlayerAcceleration float64 = 0.2
Gravity float64 = 6
// Default chunk size for canvases.
ChunkSize = 128
// Default size for a new Doodad.
DoodadSize = 100
// Size of Undo/Redo history for map editor.
UndoHistory = 20
// Options for brush size.
BrushSizeOptions = []int{
0,
1,
2,
4,
8,
16,
24,
32,
48,
64,
}
DefaultEraserBrushSize = 8
MaxEraserBrushSize = 32 // the bigger, the slower
)
// Edit Mode Values
var (
// Number of Doodads per row in the palette.
UIDoodadsPerRow = 2
)