Files
Mindustry/core/src/io/anuke/mindustry/Vars.java

93 lines
3.5 KiB
Java

package io.anuke.mindustry;
import com.badlogic.gdx.Application.ApplicationType;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.utils.I18NBundle;
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 (on normal mode)
public static final float wavespace = 50*60*(android ? 1 : 1);
//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
public static 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 = true;
//whether to show paths of enemies
public static boolean showPaths = false;
//if false, player is always hidden
public static boolean showPlayer = true;
//whether to hide ui, only on debug
public static boolean showUI = true;
//number of save slots-- increasing may lead to layout issues
//TODO named save slots
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 I18NBundle bundle;
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[]",
"- Music made by [GREEN]RoccoW[] / found on [lime]FreeMusicArchive.org[]",
"",
"Special thanks to:",
"- MitchellFJN: extensive playtesting and feedback",
"- Luxray5474: wiki work, code contributions",
"- All the beta testers on itch.io and Google Play"
};
}