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 // 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 PLAYER_WALL_SLIDE_SPEED :: 100 PLAYER_WALL_JUMP_BUFFER :: 0.05 PLAYER_WALL_JUMP_TIME :: 0.1 // How long the player moves away from the wall // before control is given back PLAYER_WALL_JUMP_FORCE :: 150 // How fast the player jumps away from the wall PLAYER_GUN_HEIGHT :: 0 PLAYER_GUN_DIST :: 7 // how far out to hold the gun PLAYER_GUN_KICKBACK :: 4 // how far to move the gun back when you shoot PLAYER_SCARF_DIST :: 5 PLAYER_MAX_FALL_DAMAGE :: 7 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_ACCEL :: 20 MUNTIK_DAMAGE :: 3 HUGBUG_DAMAGE :: 5 HUGBUG_PATROL_SPEED :: 30 HUGBUG_PURSUE_SPEED :: 70 HUGBUG_PATROL_TIMEOUT_MIN :: 1 // Min and max time between target changes HUGBUG_PATROL_TIMEOUT_MAX :: 5 HUGBUG_ACCEL :: 10 HUGBUG_PATROL_RANGE :: 16 * 3 // How far the hugbug can wander from it's spawn // point while idle. HUGBUG_PURSUE_RANGE :: 16 * 5 // How far the player has to be in order to be // pursued.