class BleedingIndicationConstants { //-------------------------------------------------------------- //indicator-level constants static const int INDICATOR_SEVERITY_LOW = 0; static const int INDICATOR_SEVERITY_MEDIUM = 1; static const int INDICATOR_SEVERITY_HIGH = 2; static const int SEQUENCE_STEPS = 10; //! Used to pre-gen poisson probabilities, I REALLY wouldn't go over 10 here. Values above 12 cause overflow! static const float SEQUENCE_DURATION_DEFAULT = 1.0; //-------------------------------------------------------------- //shared drop-level constants static const float DROP_PROGRESS_THRESHOLD = 0.2; //[0..1] static const float DROP_COLOR_DESATURATIONEND = 0.75; //[0..1] static const int DROP_COLOR_RED = 0x9f; static const int DROP_COLOR_GREEN = 0x3f; static const int DROP_COLOR_BLUE = 0x3f; static const int DROP_COLOR_ALPHA_START = 0xff; static const int DROP_COLOR_ALPHA_END = 0x00; //-------------------------------------------------------------- //sorted severity constants //Low static const float SEQUENCE_DURATION_LOW = 1.0; //seconds static const float SEQUENCE_DROP_AVERAGE_LOW = 1.5; //used to pre-gen probabilities on game start. Values above 5 can break the poisson! DO NOT touch unless you know what you're doing. static const float DROP_DURATION_LOW = 1.5; //seconds static const float SEQUENCE_DROP_DELAY_MIN_LOW = DROP_DURATION_LOW / 5; //min delay to spawn a drop static const float SEQUENCE_DROP_DELAY_MAX_LOW = 2.5 * DROP_DURATION_LOW; //max delay between drops static const float DROP_SIZE_START_LOW = 0.62; static const float DROP_SIZE_END_LOW = 0.70; static const float DROP_SIZE_VARIATION_MIN_LOW = 1.0; //randomizes every drop's coef min static const float DROP_SIZE_VARIATION_MAX_LOW = 1.0; //randomizes every drop's coef max static const int DROP_SCATTER_LOW = 25; //pixels static const float DROP_SLIDE_DISTANCE_LOW = 4; //Medium static const float SEQUENCE_DURATION_MEDIUM = 0.6; //seconds static const float SEQUENCE_DROP_AVERAGE_MEDIUM = 2.0; //used to pre-gen probabilities on game start. Values above 5 can break the poisson! DO NOT touch unless you know what you're doing. static const float DROP_DURATION_MEDIUM = 1.5; //seconds static const float SEQUENCE_DROP_DELAY_MIN_MEDIUM = DROP_DURATION_MEDIUM / 5; //min delay to spawn a drop static const float SEQUENCE_DROP_DELAY_MAX_MEDIUM = 2 * DROP_DURATION_MEDIUM; //max delay between drops static const float DROP_SIZE_START_MEDIUM = 0.76; static const float DROP_SIZE_END_MEDIUM = 0.83; static const float DROP_SIZE_VARIATION_MIN_MEDIUM = 1.0; //randomizes every drop's coef min static const float DROP_SIZE_VARIATION_MAX_MEDIUM = 1.0; //randomizes every drop's coef max static const int DROP_SCATTER_MEDIUM = 30; //pixels static const float DROP_SLIDE_DISTANCE_MEDIUM = 6; //High static const float SEQUENCE_DURATION_HIGH = 0.4; //seconds static const float SEQUENCE_DROP_AVERAGE_HIGH = 2.5; //used to pre-gen probabilities on game start. Values above 5 can break the poisson! DO NOT touch unless you know what you're doing. static const float DROP_DURATION_HIGH = 1.5; //seconds static const float SEQUENCE_DROP_DELAY_MIN_HIGH = DROP_DURATION_HIGH / 5; //min delay to spawn a drop static const float SEQUENCE_DROP_DELAY_MAX_HIGH = 1.5 * DROP_DURATION_HIGH; //max delay between drops static const float DROP_SIZE_START_HIGH = 0.92; static const float DROP_SIZE_END_HIGH = 1.00; static const float DROP_SIZE_VARIATION_MIN_HIGH = 1.0; //randomizes every drop's coef min static const float DROP_SIZE_VARIATION_MAX_HIGH = 1.2; //randomizes every drop's coef max static const int DROP_SCATTER_HIGH = 35; //pixels static const float DROP_SLIDE_DISTANCE_HIGH = 8; }