refactor: move magic numbers & constants

This commit is contained in:
Ryan Walters
2025-09-01 15:47:41 -05:00
parent a62ae8dfe7
commit b1b03b0e9c
2 changed files with 45 additions and 8 deletions

View File

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