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refactor: move magic numbers & constants
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@@ -49,6 +49,26 @@ pub const CANVAS_SIZE: UVec2 = UVec2::new(
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(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
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);
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/// Collider size constants for different entity types
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pub mod collider {
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use super::CELL_SIZE;
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/// Collider size for player and ghosts (1.375x cell size)
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pub const PLAYER_GHOST_SIZE: f32 = CELL_SIZE as f32 * 1.375;
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/// Collider size for pellets (0.4x cell size)
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pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
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/// Collider size for power pellets/energizers (0.95x cell size)
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pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
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}
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/// UI and rendering constants
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pub mod ui {
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/// Debug font size in points
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pub const DEBUG_FONT_SIZE: u16 = 12;
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/// Power pellet blink rate in seconds
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pub const POWER_PELLET_BLINK_RATE: f32 = 0.2;
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}
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/// Map tile types that define gameplay behavior and collision properties.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum MapTile {
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@@ -100,3 +120,17 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
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"#..........................#",
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"############################",
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];
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/// Game initialization constants
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pub mod startup {
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/// Number of frames for the startup sequence (3 seconds at 60 FPS)
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pub const STARTUP_FRAMES: u32 = 60 * 3;
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/// Number of ticks per frame during startup
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pub const STARTUP_TICKS_PER_FRAME: u32 = 60;
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}
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/// Game mechanics constants
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pub mod mechanics {
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/// Player movement speed multiplier
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pub const PLAYER_SPEED: f32 = 1.15;
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}
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