LADXHD/InGame/Things/Values.cs.bak

124 lines
5.8 KiB
C#
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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace ProjectZ.InGame.Things
{
public partial class Values
{
public static string VersionString = "v1.0";
public static Color ColorBackgroundLight = Color.Black * 0.8f;
public static Color ColorBackgroundDark = Color.Black * 0.85f;
public static Color ColorUiEditor = new Color(41, 57, 85) * 0.85f;
public static Color MenuButtonColor = new Color(40, 64, 128);
public static Color MenuButtonColorSelected = new Color(112, 144, 216);
public static Color MenuButtonColorSlider = new Color(40, 64, 128);
public static Color InventoryBackgroundColorTop = new Color(255, 255, 230) * 0.85f;
public static Color InventoryBackgroundColor = new Color(255, 255, 230) * 0.75f;
public static Color GameMenuBackgroundColor = new Color(255, 255, 255, 255);
public static Color TextboxBackgroundColor = new Color(0, 0, 0) * 0.85f;
public static Color TextboxBackgroundSideColor = new Color(248, 248, 136) * 0.65f;
public static Color TextboxBlurColor = new Color(255, 255, 255, 255);
public static Color TextboxFontColor = new Color(248, 248, 136);
public static Color MapTransitionColor = new Color(0, 0, 0, 255);
public static Color MapFirstTransitionColor = new Color(20, 20, 20, 255);
public static Color OverlayBackgroundColor = new Color(255, 255, 190) * 0.55f;
public static Color OverlayBackgroundBlurColor = new Color(255, 255, 255, 255);
public static Color[] SkirtColors = { new Color(16, 168, 64), new Color(0, 38, 255), new Color(255, 0, 0) };
public static string PathSaveFolder = "SaveFiles/";
public static string PathContentFolder = "Data/";
public static string PathLanguageFolder => PathContentFolder + "Languages/";
public static string PathMapsFolder => PathContentFolder + "Maps/";
public static string PathTilesetFolder => PathContentFolder + "Maps/Tilesets/";
public static string PathMapObjectFolder => PathContentFolder + "Map Objects/";
public static string PathLightsFolder => PathContentFolder + "Lights/";
public static string PathAnimationFolder => PathContentFolder + "Animations/";
public static string PathMinimapFolder => PathContentFolder + "Dungeon/";
public const string EditorUiObjectEditor = "objectEditor";
public const string EditorUiObjectSelection = "objectSelection";
public const string EditorUiTileEditor = "tileEditor";
public const string EditorUiTileSelection = "tileSelection";
public const string EditorUiDigTileEditor = "digTileEditor";
public const string EditorUiMusicTileEditor = "musicTileEditor";
public const string EditorUiTileExtractor = "tileExtractor";
public const string EditorUiTilesetEditor = "tilesetEditor";
public const string EditorUiAnimation = "animationEditor";
public const string EditorUiSpriteAtlas = "spriteAtlasEditor";
public const string ScreenNameIntro = "INTRO";
public const string ScreenNameMenu = "MENU";
public const string ScreenNameGame = "GAME";
public const string ScreenGameOver = "GAMEOVER";
public const string ScreenNameMap = "MAP";
public const string ScreenNameSettings = "SETTINGS";
public const string ScreenEnding = "ENDING";
public const string ScreenNameEditor = "MAP_EDITOR";
public const string ScreenNameEditorTileset = "TILESET_EDITOR";
public const string ScreenNameEditorTilesetExtractor = "TILESET_EXTRACTOR";
public const string ScreenNameEditorAnimation = "ANIMATION_EDITOR";
public const string ScreenNameSpriteAtlasEditor = "SPRITE_ATLAS_EDITOR";
public static Keys DebugToggleDebugText = Keys.F1;
public static Keys DebugToggleDebugModeKey = Keys.F2;
public static Keys DebugBox = Keys.F3;
public static Keys DebugSaveKey = Keys.F5;
public static Keys DebugLoadKey = Keys.F6;
public static Keys DebugShadowKey = Keys.F9;
public static float ControllerDeadzone = 0.1f;
public const float UiBackgroundRadius = 2.0f;
public const float UiTextboxRadius = 3.0f;
public static int TileSize = 16;
public static int FieldWidth = 160;
public static int FieldHeight = 128;
public static int ToolBarHeight = 40;
public static int LayerBackground = 0; // layer behind tileset
public static int LayerBottom = 1; // layer under the player (grass, water, flowers, etc.)
public static int LayerPlayer = 2; // same player as the player
public static int LayerTop = 3; // on top of the player
public static int LightLayer0 = 0; // lamp
public static int LightLayer1 = 1; // teleporter light
public static int LightLayer2 = 2; // dark room
public static int LightLayer3 = 3;
public static int HandItemSlots = 4;
public static int MinWidth = 160 * 2 + 60; // 160
public static int MinHeight = 128 * 2; // 128
public static double MenuHeaderSize = 0.2;
public static double MenuContentSize = 0.65;
public static double MenuFooterSize = 0.15;
public static int LetterWidth = 8;
public static int LetterHeight = 8;
public static int GameSaveBlackScreen = 250;
public static int GameRespawnBlackScreen = 250;
public static float ShadowHeightDefault = 0.75f;
public static float ShadowRotationDefault = 0.0f;
public static int SaveRetries = 10;
public static int LoadRetries = 10;
public const float SoundEffectVolumeMult = 0.85f;
}
}