diff options
Diffstat (limited to 'src/constants.odin')
| -rw-r--r-- | src/constants.odin | 24 |
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 |
