bleedingindicationconstants.c 3.7 KB

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  1. class BleedingIndicationConstants
  2. {
  3. //--------------------------------------------------------------
  4. //indicator-level constants
  5. static const int INDICATOR_SEVERITY_LOW = 0;
  6. static const int INDICATOR_SEVERITY_MEDIUM = 1;
  7. static const int INDICATOR_SEVERITY_HIGH = 2;
  8. 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!
  9. static const float SEQUENCE_DURATION_DEFAULT = 1.0;
  10. //--------------------------------------------------------------
  11. //shared drop-level constants
  12. static const float DROP_PROGRESS_THRESHOLD = 0.2; //[0..1]
  13. static const float DROP_COLOR_DESATURATIONEND = 0.75; //[0..1]
  14. static const int DROP_COLOR_RED = 0x9f;
  15. static const int DROP_COLOR_GREEN = 0x3f;
  16. static const int DROP_COLOR_BLUE = 0x3f;
  17. static const int DROP_COLOR_ALPHA_START = 0xff;
  18. static const int DROP_COLOR_ALPHA_END = 0x00;
  19. //--------------------------------------------------------------
  20. //sorted severity constants
  21. //Low
  22. static const float SEQUENCE_DURATION_LOW = 1.0; //seconds
  23. 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.
  24. static const float DROP_DURATION_LOW = 1.5; //seconds
  25. static const float SEQUENCE_DROP_DELAY_MIN_LOW = DROP_DURATION_LOW / 5; //min delay to spawn a drop
  26. static const float SEQUENCE_DROP_DELAY_MAX_LOW = 2.5 * DROP_DURATION_LOW; //max delay between drops
  27. static const float DROP_SIZE_START_LOW = 0.62;
  28. static const float DROP_SIZE_END_LOW = 0.70;
  29. static const float DROP_SIZE_VARIATION_MIN_LOW = 1.0; //randomizes every drop's coef min
  30. static const float DROP_SIZE_VARIATION_MAX_LOW = 1.0; //randomizes every drop's coef max
  31. static const int DROP_SCATTER_LOW = 25; //pixels
  32. static const float DROP_SLIDE_DISTANCE_LOW = 4;
  33. //Medium
  34. static const float SEQUENCE_DURATION_MEDIUM = 0.6; //seconds
  35. 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.
  36. static const float DROP_DURATION_MEDIUM = 1.5; //seconds
  37. static const float SEQUENCE_DROP_DELAY_MIN_MEDIUM = DROP_DURATION_MEDIUM / 5; //min delay to spawn a drop
  38. static const float SEQUENCE_DROP_DELAY_MAX_MEDIUM = 2 * DROP_DURATION_MEDIUM; //max delay between drops
  39. static const float DROP_SIZE_START_MEDIUM = 0.76;
  40. static const float DROP_SIZE_END_MEDIUM = 0.83;
  41. static const float DROP_SIZE_VARIATION_MIN_MEDIUM = 1.0; //randomizes every drop's coef min
  42. static const float DROP_SIZE_VARIATION_MAX_MEDIUM = 1.0; //randomizes every drop's coef max
  43. static const int DROP_SCATTER_MEDIUM = 30; //pixels
  44. static const float DROP_SLIDE_DISTANCE_MEDIUM = 6;
  45. //High
  46. static const float SEQUENCE_DURATION_HIGH = 0.4; //seconds
  47. 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.
  48. static const float DROP_DURATION_HIGH = 1.5; //seconds
  49. static const float SEQUENCE_DROP_DELAY_MIN_HIGH = DROP_DURATION_HIGH / 5; //min delay to spawn a drop
  50. static const float SEQUENCE_DROP_DELAY_MAX_HIGH = 1.5 * DROP_DURATION_HIGH; //max delay between drops
  51. static const float DROP_SIZE_START_HIGH = 0.92;
  52. static const float DROP_SIZE_END_HIGH = 1.00;
  53. static const float DROP_SIZE_VARIATION_MIN_HIGH = 1.0; //randomizes every drop's coef min
  54. static const float DROP_SIZE_VARIATION_MAX_HIGH = 1.2; //randomizes every drop's coef max
  55. static const int DROP_SCATTER_HIGH = 35; //pixels
  56. static const float DROP_SLIDE_DISTANCE_HIGH = 8;
  57. }