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-rw-r--r--src/constants.odin24
1 files changed, 18 insertions, 6 deletions
diff --git a/src/constants.odin b/src/constants.odin
index c3bb52a..cba7f11 100644
--- a/src/constants.odin
+++ b/src/constants.odin
@@ -1,19 +1,30 @@
package demonchime
+
+FIXED_UPDATE_RATE :: 1.0/60
+
+SCREEN_WIDTH :: 256
+SCREEN_HEIGHT :: 256
+SCREEN_SIZE :: Vec2{SCREEN_WIDTH, SCREEN_HEIGHT}
+SCREEN_SIZE_INT :: Vec2i{SCREEN_WIDTH, SCREEN_HEIGHT}
+
GRAVITY :: 1000
TERMINAL_VELOCITY :: 900
+ROOM_FADE_SIZE :: 8 // how big the gradients at the edge of the room should be
+
CAMERA_ACCEL :: 15
PLAYER_SPEED :: 100
PLAYER_ACCEL :: 30
+
PLAYER_JUMP_FORCE :: 350
PLAYER_DOUBLE_JUMP_FORCE :: 250
-PLAYER_JUMP_BUFFERING :: 0.07
-PLAYER_COYOTE_TIME :: 0.06
-PLAYER_JUMP_RELEASE_CUT :: -100
-
+PLAYER_JUMP_BUFFERING :: 0.07 // how long to remember the player's jump command
+PLAYER_COYOTE_TIME :: 0.06 // how long you can still jump after falling
+PLAYER_JUMP_RELEASE_CUT :: -100 // what to set the player vel to after
+ // releasing jump
PLAYER_DASH_SPEED :: 500
PLAYER_DASH_TIME :: 0.15
PLAYER_DASH_COOLDOWN :: 0.3
@@ -33,8 +44,9 @@ PLAYER_SCARF_DIST :: 5
PLAYER_MAX_FALL_DAMAGE :: 7
-MAX_SAFE_FALL_HEIGHT :: 8 * 16
-MAX_FALL_HEIGHT :: 16 * 16
+MAX_SAFE_FALL_HEIGHT :: 8 * 16 // the farthest the player can fall before
+ // taking damage
+MAX_FALL_HEIGHT :: 16 * 16 // the point at which max fall damage is dealt
MUNTIK_SPEED :: 25
MUNTIK_DAMAGE :: 3