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Funkin/source/funkin/util/Constants.hx

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package funkin.util;
import flixel.util.FlxColor;
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import lime.app.Application;
class Constants
{
/**
* ENGINE AND VERSION DATA
*/
// ==============================
/**
* The title of the game, for debug printing purposes.
* Change this if you're making an engine.
*/
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public static final TITLE:String = "Friday Night Funkin'";
/**
* The current version number of the game.
* Modify this in the `project.xml` file.
*/
public static var VERSION(get, null):String;
/**
* A suffix to add to the game version.
* Add a suffix to prototype builds and remove it for releases.
*/
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public static final VERSION_SUFFIX:String = ' PROTOTYPE';
#if debug
static function get_VERSION():String
{
return 'v${Application.current.meta.get('version')} (${GIT_BRANCH} : ${GIT_HASH})' + VERSION_SUFFIX;
}
#else
static function get_VERSION():String
{
return 'v${Application.current.meta.get('version')}' + VERSION_SUFFIX;
}
#end
/**
* URL DATA
*/
// ==============================
/**
* Link to download the game on Itch.io.
*/
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public static final URL_ITCH:String = 'https://ninja-muffin24.itch.io/funkin/purchase';
/**
* Link to the game's page on Kickstarter.
*/
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public static final URL_KICKSTARTER:String = 'https://www.kickstarter.com/projects/funkin/friday-night-funkin-the-full-ass-game/';
/**
* GIT REPO DATA
*/
// ==============================
#if debug
/**
* The current Git branch.
*/
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public static final GIT_BRANCH:String = funkin.util.macro.GitCommit.getGitBranch();
/**
* The current Git commit hash.
*/
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public static final GIT_HASH:String = funkin.util.macro.GitCommit.getGitCommitHash();
#end
/**
* COLORS
*/
// ==============================
/**
* The color used by the enemy health bar.
*/
public static final COLOR_HEALTH_BAR_RED:FlxColor = 0xFFFF0000;
/**
* The color used by the player health bar.
*/
public static final COLOR_HEALTH_BAR_GREEN:FlxColor = 0xFF66FF33;
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/**
* The base colors used by notes.
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*/
public static var COLOR_NOTES:Array<FlxColor> = [
0xFFFF22AA, // left (0)
0xFF00EEFF, // down (1)
0xFF00CC00, // up (2)
0xFFCC1111 // right (3)
];
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/**
* GAME DEFAULTS
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*/
// ==============================
/**
* Default difficulty for charts.
*/
public static final DEFAULT_DIFFICULTY:String = 'normal';
/**
* Default player character for charts.
*/
public static final DEFAULT_CHARACTER:String = 'bf';
/**
* Default stage for charts.
*/
public static final DEFAULT_STAGE:String = 'mainStage';
/**
* Default song for if the PlayState messes up.
*/
public static final DEFAULT_SONG:String = 'tutorial';
/**
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* Default variation for charts.
*/
public static final DEFAULT_VARIATION:String = 'default';
/**
* The default intensity for camera zooms.
*/
public static final DEFAULT_ZOOM_INTENSITY:Float = 0.015;
/**
* The default rate for camera zooms (in beats per zoom).
*/
public static final DEFAULT_ZOOM_RATE:Int = 4;
/**
* The default BPM for charts, so things don't break if none is specified.
*/
public static final DEFAULT_BPM:Int = 100;
/**
* Default numerator for the time signature.
*/
public static final DEFAULT_TIME_SIGNATURE_NUM:Int = 4;
/**
* Default denominator for the time signature.
*/
public static final DEFAULT_TIME_SIGNATURE_DEN:Int = 4;
/**
* TIMING
*/
// ==============================
/**
* A magic number used when calculating scroll speed and note distances.
*/
public static final PIXELS_PER_MS:Float = 0.45;
/**
* The maximum interval within which a note can be hit, in milliseconds.
*/
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public static final HIT_WINDOW_MS:Float = 160.0;
/**
* Constant for the number of seconds in a minute.
*/
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public static final SECS_PER_MIN:Int = 60;
/**
* Constant for the number of milliseconds in a second.
*/
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public static final MS_PER_SEC:Int = 1000;
/**
* The number of microseconds in a millisecond.
*/
public static final US_PER_MS:Int = 1000;
/**
* The number of microseconds in a second.
*/
public static final US_PER_SEC:Int = US_PER_MS * MS_PER_SEC;
/**
* The number of nanoseconds in a microsecond.
*/
public static final NS_PER_US:Int = 1000;
/**
* The number of nanoseconds in a millisecond.
*/
public static final NS_PER_MS:Int = NS_PER_US * US_PER_MS;
/**
* The number of nanoseconds in a second.
*/
public static final NS_PER_SEC:Int = NS_PER_US * US_PER_MS * MS_PER_SEC;
/**
* Number of steps in a beat.
* One step is one 16th note and one beat is one quarter note.
*/
public static final STEPS_PER_BEAT:Int = 4;
/**
* All MP3 decoders introduce a playback delay of `528` samples,
* which at 44,100 Hz (samples per second) is ~12 ms.
*/
public static final MP3_DELAY_MS:Float = 528 / 44100 * Constants.MS_PER_SEC;
/**
* HEALTH VALUES
*/
// ==============================
/**
* The player's maximum health.
* If the player is at this value, they can't gain any more health.
*/
public static final HEALTH_MAX:Float = 2.0;
/**
* The player's starting health.
*/
public static final HEALTH_STARTING = HEALTH_MAX / 2.0;
/**
* The player's minimum health.
* If the player is at or below this value, they lose.
*/
public static final HEALTH_MIN:Float = 0.0;
/**
* The amount of health the player gains when hitting a note with the KILLER rating.
*/
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public static final HEALTH_KILLER_BONUS:Float = 2.0 / 100.0 * HEALTH_MAX; // +2.0%
/**
* The amount of health the player gains when hitting a note with the SICK rating.
*/
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public static final HEALTH_SICK_BONUS:Float = 1.5 / 100.0 * HEALTH_MAX; // +1.0%
/**
* The amount of health the player gains when hitting a note with the GOOD rating.
*/
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public static final HEALTH_GOOD_BONUS:Float = 0.75 / 100.0 * HEALTH_MAX; // +0.75%
/**
* The amount of health the player gains when hitting a note with the BAD rating.
*/
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public static final HEALTH_BAD_BONUS:Float = 0.0 / 100.0 * HEALTH_MAX; // +0.0%
/**
* The amount of health the player gains when hitting a note with the SHIT rating.
* If negative, the player will actually lose health.
*/
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public static final HEALTH_SHIT_BONUS:Float = -1.0 / 100.0 * HEALTH_MAX; // -1.0%
/**
* The amount of health the player gains, while holding a hold note, per second.
*/
public static final HEALTH_HOLD_BONUS_PER_SECOND:Float = 7.5 / 100.0 * HEALTH_MAX; // +7.5% / second
/**
* The amount of health the player loses upon missing a note.
*/
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public static final HEALTH_MISS_PENALTY:Float = 4.0 / 100.0 * HEALTH_MAX; // 4.0%
/**
* The amount of health the player loses upon pressing a key when no note is there.
*/
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public static final HEALTH_GHOST_MISS_PENALTY:Float = 2.0 / 100.0 * HEALTH_MAX; // 2.0%
/**
* The amount of health the player loses upon letting go of a hold note while it is still going.
*/
public static final HEALTH_HOLD_DROP_PENALTY:Float = 0.0; // 0.0%
/**
* The amount of health the player loses upon hitting a mine.
*/
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public static final HEALTH_MINE_PENALTY:Float = 15.0 / 100.0 * HEALTH_MAX; // 15.0%
/**
* If true, the player will not receive the ghost miss penalty if there are no notes within the hit window.
* This is the thing people have been begging for forever lolol.
*/
public static final GHOST_TAPPING:Bool = false;
/**
* OTHER
*/
// ==============================
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/**
* The separator between an asset library and the asset path.
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*/
public static final LIBRARY_SEPARATOR:String = ':';
/**
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* The scale factor to use when increasing the size of pixel art graphics.
*/
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public static final PIXEL_ART_SCALE:Float = 6;
/**
* The volume at which to play the countdown before the song starts.
*/
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public static final COUNTDOWN_VOLUME:Float = 0.6;
/**
* The horizontal offset of the strumline from the left edge of the screen.
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*/
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public static final STRUMLINE_X_OFFSET:Float = 48;
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/**
* The vertical offset of the strumline from the top edge of the screen.
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*/
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public static final STRUMLINE_Y_OFFSET:Float = 24;
}