package funkin.util; import flixel.util.FlxColor; 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. */ 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. */ 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. */ public static final URL_ITCH:String = 'https://ninja-muffin24.itch.io/funkin/purchase'; /** * Link to the game's page on Kickstarter. */ 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. */ public static final GIT_BRANCH:String = funkin.util.macro.GitCommit.getGitBranch(); /** * The current Git commit hash. */ 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; /** * The base colors of the notes. */ public static final COLOR_NOTES:Array = [0xFFFF22AA, 0xFF00EEFF, 0xFF00CC00, 0xFFCC1111]; /** * STAGE DEFAULTS */ // ============================== /** * 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'; /** * Default variation for charts. */ public static final DEFAULT_VARIATION:String = 'default'; /** * OTHER */ // ============================== /** * 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 * 1000; /** * The scale factor to use when increasing the size of pixel art graphics. */ public static final PIXEL_ART_SCALE:Float = 6; /** * The BPM of the title screen and menu music. * TODO: Move to metadata file. */ public static final FREAKY_MENU_BPM:Float = 102; /** * The volume at which to play the countdown before the song starts. */ public static final COUNTDOWN_VOLUME:Float = 0.6; public static final STRUMLINE_X_OFFSET:Float = 48; public static final STRUMLINE_Y_OFFSET:Float = 24; /** * 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; }