aboutsummaryrefslogtreecommitdiff
path: root/src/constants.odin
blob: cba7f11971ef91b99cf4e2a9b2b276424a40b949 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
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_DAMAGE :: 3