Added new SFX, dashing, made generation FPS-independent
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user