Noah Petherbridge
8603c43c58
* Levels and Doodad files will be written in gzip-compressed JSON format * `boolProp compress-drawings false` to disable compression and save as classic JSON format directly * The game can still read uncompressed JSON files The file size savings on some built-in assets: * Tutorial 2.level: 2.2M -> 414K (82% smaller) * warp-door-orange.doodad: 105K -> 17K (84% smaller)
76 lines
1.6 KiB
Go
76 lines
1.6 KiB
Go
package balance
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import "git.kirsle.net/go/render"
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// Numbers.
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var (
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// Window dimensions.
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Width = 1024
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Height = 768
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// Speed to scroll a canvas with arrow keys in Edit Mode.
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CanvasScrollSpeed = 8
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// Window scrolling behavior in Play Mode.
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ScrollboxOffset = render.Point{ // from center of screen
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X: 40,
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Y: 100,
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}
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// Player speeds
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PlayerMaxVelocity float64 = 6
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PlayerAcceleration float64 = 0.9
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Gravity float64 = 6
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GravityAcceleration float64 = 0.2
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SlopeMaxHeight = 8 // max pixel height for player to walk up a slope
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// Default chunk size for canvases.
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ChunkSize = 128
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// Default size for a new Doodad.
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DoodadSize = 100
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// Size of Undo/Redo history for map editor.
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UndoHistory = 20
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// Options for brush size.
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BrushSizeOptions = []int{
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0,
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1,
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2,
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4,
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8,
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16,
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24,
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32,
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48,
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64,
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}
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DefaultEraserBrushSize = 8
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MaxEraserBrushSize = 32 // the bigger, the slower
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// Default player character doodad in Play Mode.
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PlayerCharacterDoodad = "boy.doodad"
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// Level name for the title screen.
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DemoLevelName = "Tutorial 3.level"
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// Level attachment filename for the custom wallpaper.
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// NOTE: due to hard-coded "assets/wallpapers/" prefix in uix/canvas.go#LoadLevel.
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CustomWallpaperFilename = "custom.b64img"
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CustomWallpaperEmbedPath = "assets/wallpapers/custom.b64img"
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// Publishing: Doodads-embedded-within-levels.
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EmbeddedDoodadsBasePath = "assets/doodads/"
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EmbeddedWallpaperBasePath = "assets/wallpapers/"
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// File formats: save new levels and doodads gzip compressed
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CompressDrawings = true
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)
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// Edit Mode Values
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var (
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// Number of Doodads per row in the palette.
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UIDoodadsPerRow = 2
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)
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