constants

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Published: Aug 22, 2018 License: MIT Imports: 1 Imported by: 0

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Constants

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const (
	PhysicsFrameDuration = 20 * time.Millisecond

	UpdateSendInterval = 10 * time.Millisecond

	// DirtyFramesTimeout is a timeout measured in frames after which the ship is marked dirty.
	DirtyFramesTimeout = 50

	// BoundaryAnnulusWidth is the width of boundary region (in .01 units), i.e. from WorldRadius till when no more movement is possible
	BoundaryAnnulusWidth = 40000

	// FrictionCoefficient is the coefficient saying how fast a spaceship will slow down when not using acceleration
	FrictionCoefficient = 0.005

	// MinFireInterval is a minimum time between firing.
	MinFireInterval = 250 * time.Millisecond

	// RandomPositionEmptyRadius describes the minimum radius around randomized
	// initial position that needs to be free of any objects.
	RandomPositionEmptyRadius = 5000.0

	// Acceleration is spaceship's linear acceleration on thruster.
	SpaceshipAcceleration = 50.0

	// Maximum angular velocity added on user input.
	SpaceshipMaxAngularVelocity = 0.12

	SpaceshipLinearAngularAcceleration = 0.0001

	SpaceshipNonlinearAngularAcceleration = 2.0

	SpaceshipAngularFriction = 0.2

	// SpaceshipMass is mass of the spaceship, used for calculating inertia
	SpaceshipMass = 100.0

	// SpaceshipTurnToAngleP is TurnToTarget propotional gain.
	SpaceshipTurnToAngleP = 0.9

	// MaxSpeed maximum speed of the spacecraft
	SpaceshipMaxSpeed = 600

	// SpaceshipBoostFactor is the multiplier for maximum speed when boost is active
	SpaceshipBoostFactor = 2.5

	// SpaceshipSize is spaceship's radius
	SpaceshipSize = 2200

	// SpaceshipInitialHP spaceship HP
	SpaceshipInitialHP = 500

	// SpaceshipInitialEnergy spaceship Energy
	SpaceshipInitialEnergy = 2000

	// Part of killed player's Max HP that killing player receives
	KillRewardRatio = 0.2

	// Energy reward for each
	KillEnergyRewardRatio = 0.2

	// Energy cost of a single shot
	BasicWeaponEnergyCost = 100

	// Energy cost of frame of boosting
	BoostPerFrameEnergyCost = 20

	// WorldRadius is the radius of playable world (in .01 units)
	WorldRadius = 100000

	// AutoRepairDelay is time after which spaceship will repair itself
	AutoRepairDelay = 1000

	// AutoRepairInterval is the time between repairs
	AutoRepairInterval = 1

	// AutoRepair is the amount of HP player will receive after AutoRepairDelay
	AutoRepairAmount = 2

	// EnergyRecharge is the amount of Energy player will receive after AutoRepairDelay
	AutoEnergyRechargeAmount = 3

	// Number of best players in Leaderboard
	LeaderboardLength = 10

	// MinimumUsernameLength is minimal the number of characters in username
	MinimumUsernameLength = 3

	// MaximumUsernameLength is maximal the number of characters in username
	MaximumUsernameLength = 25

	// ProjectileSpeed describes projectile speed. Captain Obvious
	ProjectileSpeed = 4000

	// DefaultTTL describes the default number of frames the projectile lives
	ProjectileDefaultTTL = 15

	// ProjectileDamage is the damage that is inflicted on a user upon colliding with projectile
	ProjectileDamage = 50

	// ProjectileImpulseStrength is the amount of push back projectile delivers on hit
	ProjectileImpulseStrength = 100.0

	// ProjectileRotationalImpulse is the ratio of impulse that will be applied to angular velocity
	ProjectileRotationalImpulse = 0.2

	// AsteroidVelocity defines asteroids' initial velocity
	AsteroidVelocity = 100

	// AsteroidSpawnRadius defines the radius of the circle on which asteroids spawn
	AsteroidSpawnRadius = WorldRadius * 2

	// AsteroidPresenceBoundary defines the radius of the circle beyond which asteroids are removed
	AsteroidRemoveRadius = AsteroidSpawnRadius + 100

	// AsteroidCountLimit limits the number of asteroids
	AsteroidCountLimit = 20

	// Damage made by hitting an asteroid
	AsteroidDamageValue = 200

	// Damage made by hitting an asteroid
	AsteroidInitialHp = 10

	// Reward gained on destroying an asteroid
	AsteroidKillReward = 10

	// Energy reward gained on destroying an asteroid
	AsteroidKillEnergyReward = 10

	// Max number of clients that server will handle
	MaxNumberOfClients = 50
)

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