// Game constants export const TILE_SIZE = 32; export const DOOR_ALIGN_OVERLAP = 32 * 3; export const GRID_SIZE = 32; export const MOVEMENT_SPEED = 150; export const ARRIVAL_THRESHOLD = 8; export const PATH_UPDATE_INTERVAL = 500; export const STUCK_THRESHOLD = 1; export const STUCK_TIME = 500; export const INVENTORY_X_OFFSET = 50; export const INVENTORY_Y_OFFSET = 50; export const CLICK_INDICATOR_DURATION = 800; // milliseconds export const CLICK_INDICATOR_SIZE = 20; // pixels export const PLAYER_FEET_OFFSET_Y = 30; // Adjust based on your sprite's feet position (64px sprite) // Room visibility settings export const HIDE_ROOMS_INITIALLY = true; export const HIDE_ROOMS_ON_EXIT = false; export const HIDE_NON_ADJACENT_ROOMS = false; // Interaction constants export const INTERACTION_CHECK_INTERVAL = 100; // Only check interactions every 100ms export const INTERACTION_RANGE = 2 * TILE_SIZE; export const INTERACTION_RANGE_SQ = INTERACTION_RANGE * INTERACTION_RANGE; export const ROOM_CHECK_THRESHOLD = 32; // Only check for room changes when player moves this many pixels // Bluetooth constants export const BLUETOOTH_SCAN_RANGE = TILE_SIZE * 2; // 2 tiles range for Bluetooth scanning export const BLUETOOTH_SCAN_INTERVAL = 200; // Scan every 200ms for more responsive updates // Game configuration export const GAME_CONFIG = { type: Phaser.AUTO, width: (window.innerWidth * 0.80) / 2, // Divide by 4 for 4x scale height: (window.innerHeight * 0.80) / 2, // Divide by 4 for 4x scale parent: 'game-container', pixelArt: true, scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH }, render: { pixelArt: true, antialias: false, roundPixels: true }, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: true } } };