93 lines
3.5 KiB
Java
93 lines
3.5 KiB
Java
package io.anuke.mindustry;
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import com.badlogic.gdx.Application.ApplicationType;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.utils.I18NBundle;
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import io.anuke.mindustry.core.Control;
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import io.anuke.mindustry.core.Renderer;
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import io.anuke.mindustry.core.UI;
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import io.anuke.mindustry.entities.Player;
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import io.anuke.mindustry.world.World;
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import io.anuke.ucore.scene.ui.layout.Unit;
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public class Vars{
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public static final boolean testAndroid = false;
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//shorthand for whether or not this is running on android
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public static final boolean android = (Gdx.app.getType() == ApplicationType.Android) || testAndroid;
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//shorthand for whether or not this is running on GWT
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public static final boolean gwt = (Gdx.app.getType() == ApplicationType.WebGL);
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//how far away from the player blocks can be placed
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public static final float placerange = 66;
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//respawn time in frames
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public static final float respawnduration = 60*4;
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//time between waves in frames (on normal mode)
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public static final float wavespace = 50*60*(android ? 1 : 1);
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//waves can last no longer than 5 minutes, otherwise the next one spawns
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public static final float maxwavespace = 60*60*5;
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//advance time the pathfinding starts at
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public static final float aheadPathfinding = 60*20;
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//how far away from spawn points the player can't place blocks
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public static final float enemyspawnspace = 65;
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//scale of the font
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public static float fontscale = Unit.dp.inPixels(1f)/2f;
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//camera zoom displayed on startup
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public static final int baseCameraScale = Math.round(Unit.dp.inPixels(4));
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//how much the zoom changes every zoom button press
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public static final int zoomScale = Math.round(Unit.dp.inPixels(1));
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//if true, player speed will be increased, massive amounts of resources will be given on start, and other debug options will be available
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public static boolean debug = false;
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//whether to debug openGL info
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public static boolean debugGL = false;
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//whether profiling is shown
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public static boolean profile = false;
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//whether the player can clip through walls
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public static boolean noclip = false;
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//whether to draw chunk borders
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public static boolean debugChunks = false;
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//whether turrets have infinite ammo (only with debug)
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public static boolean infiniteAmmo = true;
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//whether to show paths of enemies
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public static boolean showPaths = false;
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//if false, player is always hidden
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public static boolean showPlayer = true;
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//whether to hide ui, only on debug
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public static boolean showUI = true;
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//number of save slots-- increasing may lead to layout issues
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//TODO named save slots
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public static final int saveSlots = 8;
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//amount of drops that are left when breaking a block
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public static final float breakDropAmount = 0.5f;
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//only if smoothCamera
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public static boolean snapCamera = true;
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//turret and enemy shoot speed inverse multiplier
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public static final float multiplier = android ? 3 : 2;
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public static final int tilesize = 8;
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public static I18NBundle bundle;
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public static Control control;
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public static Renderer renderer;
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public static UI ui;
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public static World world;
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public static Player player;
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public static String[] aboutText = {
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"Created by [ROYAL]Anuken.[]",
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"Originally an entry in the [orange]GDL[] MM Jam.",
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"",
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"Credits:",
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"- SFX made with [YELLOW]bfxr[]",
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"- Music made by [GREEN]RoccoW[] / found on [lime]FreeMusicArchive.org[]",
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"",
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"Special thanks to:",
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"- MitchellFJN: extensive playtesting and feedback",
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"- Luxray5474: wiki work, code contributions",
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"- All the beta testers on itch.io and Google Play"
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};
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}
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