BosonX/src/settings.h

53 lines
1.9 KiB
C++

#ifndef __SETTINGS_H__
# define __SETTINGS_H__
#include <num/num.h>
using namespace libnum;
/* Radius of the level cylinder, in world units. */
#define LEVEL_RADIUS num(4.0)
/* Radius of the kill plane */
#define KILL_PLANE_RADIUS num(12.0)
/* Number of platforms in the world cylinder. */
#define PLATFORM_COUNT 10
/* Height of a single platform step. Most levels generate platforms whose
height is a integer multiple of this value above the default height. */
#define PLATFORM_HEIGHT_STEP (LEVEL_RADIUS / 12)
/* Speed of red platforms falling once walked on (world units/s). */
#define PLATFORM_FALL_SPEED num(1.5)
/* Magnitude of the gravity field, locally (world units/s^2), when holding the
jump button and when releasing it. */
#define HOVERING_GRAVITY num(-1.75)
#define FALLING_GRAVITY num(-12.0)
/* Vertical speed granted when a jump starts (world units/s). */
#define JUMP_THRUST num(2.0)
/* Maximum height of a step that can be crossed without dying. */
#define STEP_HEIGHT (LEVEL_RADIUS * num(0.09))
/* Player height, for collisions with platform fronts. */
#define PLAYER_HEIGHT num(0.8)
/* Duration of a rotation by one platform (s). */
#define TIME_ROTATION num(0.1)
/* How long a jump must last for (s). */
#define TIME_JUMP_THRUST_MIN num(0.25)
/* Duration of the death animation (s). */
#define TIME_DEATH_ANIMATION num(2.0)
/* Duration of the particle trace animation. */
#define TIME_PTRACE_ANIMATION num(2.0)
/* Vertical FOV, in degrees */
#define RENDER_FOV 120.0
/* Height of camera above the player's feet, in world units */
#define RENDER_EYE_HEIGHT num(1.15)
/* Number of sections visible in advance */
#define RENDER_DISTANCE 8
/* Distance between the player and the camera */
#define RENDER_CAMERA_BACK_DISTANCE num(0.67)
/* Depth at which we start rendering platforms */
#define RENDER_DEPTH num(24.0)
/* Set to 1 to enable logging by USB. */
#define LOG_USB_ENABLE 0
#endif /* __SETTINGS_H__ */