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