Added new SFX, dashing, made generation FPS-independent

This commit is contained in:
Anuken
2017-12-10 17:01:14 -05:00
parent 347cae23e5
commit 5ea8f0b8e2
27 changed files with 110 additions and 44 deletions

View File

@@ -22,8 +22,10 @@ public class Vars{
public static final float respawnduration = 60*4;
//time between waves in frames (on normal mode)
public static final float wavespace = 50*60*(android ? 1 : 1);
//waves can last no longer than 6 minutes, otherwise the next one spawns
public static final float maxwavespace = 60*60*6;
//waves can last no longer than 5 minutes, otherwise the next one spawns
public static final float maxwavespace = 60*60*5;
//advance time the pathfinding starts at
public static final float aheadPathfinding = 60*20;
//how far away from spawn points the player can't place blocks
public static final float enemyspawnspace = 65;
//scale of the font
@@ -43,7 +45,7 @@ public class Vars{
//whether to draw chunk borders
public static boolean debugChunks = false;
//whether turrets have infinite ammo (only with debug)
public static boolean infiniteAmmo = false;
public static boolean infiniteAmmo = true;
//whether to show paths of enemies
public static boolean showPaths = false;
//if false, player is always hidden