package io.anuke.mindustry; import com.badlogic.gdx.Application.ApplicationType; import com.badlogic.gdx.Gdx; import io.anuke.mindustry.core.Control; import io.anuke.mindustry.core.Renderer; import io.anuke.mindustry.core.UI; import io.anuke.mindustry.entities.Player; import io.anuke.mindustry.world.World; import io.anuke.ucore.scene.ui.layout.Unit; public class Vars{ public static final boolean testAndroid = false; //shorthand for whether or not this is running on android public static final boolean android = (Gdx.app.getType() == ApplicationType.Android) || testAndroid; //shorthand for whether or not this is running on GWT public static final boolean gwt = (Gdx.app.getType() == ApplicationType.WebGL); //how far away from the player blocks can be placed public static final float placerange = 66; //respawn time in frames public static final float respawnduration = 60*4; //time between waves in frames public static final float wavespace = 40*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; //how far away from spawn points the player can't place blocks public static final float enemyspawnspace = 65; //scale of the font public static final float fontscale = Unit.dp.inPixels(1f)/2f; //camera zoom displayed on startup public static final int baseCameraScale = Math.round(Unit.dp.inPixels(4)); //how much the zoom changes every zoom button press public static final int zoomScale = Math.round(Unit.dp.inPixels(1)); //if true, player speed will be increased, massive amounts of resources will be given on start, and other debug options will be available public static boolean debug = false; //whether to debug openGL info public static boolean debugGL = false; //whether profiling is shown public static boolean profile = false; //whether the player can clip through walls public static boolean noclip = false; //whether to draw chunk borders public static boolean debugChunks = false; //whether turrets have infinite ammo (only with debug) public static boolean infiniteAmmo = false; //whether to show paths of enemies public static boolean showPaths = true; //if false, player is always hidden public static boolean showPlayer = true; //number of save slots-- increasing may lead to layout issues //TODO named save slots, possibly with a scroll dialog public static final int saveSlots = 8; //amount of drops that are left when breaking a block public static final float breakDropAmount = 0.5f; //only if smoothCamera public static boolean snapCamera = true; //turret and enemy shoot speed inverse multiplier public static final float multiplier = android ? 3 : 2; public static final int tilesize = 8; public static Control control; public static Renderer renderer; public static UI ui; public static World world; public static Player player; public static String[] aboutText = { "Created by [ROYAL]Anuken.[]", "Originally an entry in the [orange]GDL[] MM Jam.", "", "Credits:", "- SFX made with [YELLOW]bfxr.com[]", "- Music made by [GREEN]RoccoW[] / found on [lime]FreeMusicArchive.org[]", }; }