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; } }