📄 gamedefs.h
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#ifndef GAMEDEFS_H#define GAMEDEFS_H/* Dimensions of the game window. */#define SCREEN_WIDTH 640#define SCREEN_HEIGHT 480/* Number of particles allowed in the particle system. */#define MAX_PARTICLES 10000/* Dimensions of the player's ship. The graphics data must correspond to this. */#define PLAYER_WIDTH 96#define PLAYER_HEIGHT 96/* Dimensions of the map tiles. */#define TILE_WIDTH 64#define TILE_HEIGHT 64/* Total size (in pixels) of the complete playfield. */#define WORLD_WIDTH 2000#define WORLD_HEIGHT 2000/* Limits on the player. */#define PLAYER_MAX_VELOCITY (15.0)#define PLAYER_MIN_VELOCITY (-5.0)#define PLAYER_FORWARD_THRUST (3)#define PLAYER_REVERSE_THRUST (-2)/* These define the scrolling speeds of the front and back background layers, relative to the movement of the camera. */#define PARALLAX_BACK_FACTOR 4#define PARALLAX_FRONT_FACTOR 2/* These define the sizes of the backgrond tile grids. We don't really need a one to one mapping between the size of the playing field and the size of the tile grids; we can wrap around at some point, and nobody will notice a difference. */#define PARALLAX_GRID_WIDTH 100#define PARALLAX_GRID_HEIGHT 100#define PI (3.141592654F)/* Our time scaling factor. This is defined in main.c, but it needs to be accessible to the other game modules. */extern double time_scale;#endif
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