// // Created by Иван Ильин on 10.10.2021. // #ifndef SHOOTER_SHOOTERCONSTS_H #define SHOOTER_SHOOTERCONSTS_H namespace ShooterConsts { const double GRAVITY = 35; const double HEALTH_MAX = 100; const double ABILITY_MAX = 10; const double JUMP_HEIGHT = 3; const double WALK_SPEED = 10; const double MOUSE_SENSITIVITY = 1.0 / 1000.0; const double SLOW_MO_COEFFICIENT = 5; const double FIRE_DISTANCE = 1000; const double BONUS_RECHARGE_TIME = 30; const std::string PLAYER_NAME = "Player"; const std::string PROJECT_NAME = "Shooter"; const std::string ABILITY_OBJ = "obj/ability.obj"; const std::string HILL_OBJ = "obj/hill.obj"; const std::string GUN_OBJ = "obj/gun.obj"; const std::string GUN_FIRE_SOUND = "sound/weapons/gun.ogg"; const std::string GUN_RELOAD_SOUND = "sound/weapons/reload_gun.ogg"; const std::string AK47_OBJ = "obj/ak47.obj"; const std::string AK47_FIRE_SOUND = "sound/weapons/ak47.ogg"; const std::string AK47_RELOAD_SOUND = "sound/weapons/reload_ak47.ogg"; const std::string GOLD_AK47_OBJ = "obj/gold_ak47.obj"; const std::string GOLD_AK47_FIRE_SOUND = "sound/weapons/ak47.ogg"; const std::string GOLD_AK47_RELOAD_SOUND = "sound/weapons/reload_ak47.ogg"; const std::string RIFLE_OBJ = "obj/rifle.obj"; const std::string RIFLE_FIRE_SOUND = "sound/weapons/shotgun.ogg"; const std::string RIFLE_RELOAD_SOUND = "sound/weapons/reload_ak47.ogg"; const std::string SHOTGUN_OBJ = "obj/shotgun.obj"; const std::string SHOTGUN_FIRE_SOUND = "sound/weapons/shotgun.ogg"; const std::string SHOTGUN_RELOAD_SOUND = "sound/weapons/reload_shotgun.ogg"; const std::string CUBE_OBJ = "obj/cube.obj"; const std::string MAP_OBJ = "maps/map1.obj"; const std::string MAIN_MENU_BACK = "textures/back.png"; const std::string MAIN_MENU_GUI = "textures/gui.png"; const std::string HEAD_OBJ = "obj/man/head.obj"; const std::string BODY_OBJ = "obj/man/body.obj"; const std::string FOOT_OBJ = "obj/man/foot.obj"; const std::string MAN_OBJ = "obj/man/man.obj"; const std::string CLICK_SOUND = "sound/click.ogg"; const std::string BACK_NOISE = "sound/backNoise.ogg"; const std::string CHANGE_WEAPON_SOUND = "sound/weapons/change_weapon.ogg"; const std::string RESTORE_HEALTH_SOUND = "sound/fullHealth.ogg"; const std::string RESTORE_ABILITY_SOUND = "sound/fullAbility.ogg"; const std::string KILL_SOUND = "sound/kill.ogg"; const std::string DEATH_SOUND = "sound/classic_hurt.ogg"; const std::string SLOW_MO_SOUND = "sound/slow_mo.ogg"; const std::string UN_SLOW_MO_SOUND = "sound/unslow_mo.ogg"; const std::string NO_AMMO_SOUND = "sound/weapons/no_ammo.ogg"; const sf::Color WHITE_COLORS[] = { sf::Color(137, 135, 222), // blue sf::Color(195, 155, 209), // pink sf::Color(201, 137, 137), // red sf::Color(116, 204, 135), // green sf::Color(201, 171, 137), // orange }; const sf::Color DARK_COLORS[] = { sf::Color(16, 18, 69), // blue sf::Color(77, 0, 62), // pink sf::Color(99, 20, 20), // red sf::Color(12, 46, 9), // green sf::Color(97, 70, 51), // orange }; } #endif //SHOOTER_SHOOTERCONSTS_H