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const ( // BaseUnit is used to increase the integer units scale and improve the precision when the integer numbers // come from float calculations. Some units have to be integer to avoid infinite intervals (e.g. a point in the field) BaseUnit = 100 // PlayerSize is the size of each player PlayerSize = 4 * BaseUnit // GoalkeeperSize is the width of the goalkeeper GoalkeeperSize = PlayerSize * 2.3 // PlayerReconnectionWaitTime is a penalty time imposed to the player that needs to reconnect during the match. // this interval ensure players won't drop connection in purpose to be reallocated to their initial position. PlayerReconnectionWaitTime = 20 * time.Second // MaxPlayers max number of players in a team by mach MaxPlayers = 11 // MinPlayers min number of players in a team by mach, if a team gets to have less to this number, the team loses by W.O. MinPlayers = 6 // PlayerMaxSpeed is the max speed that a play may move by frame PlayerMaxSpeed = 100.0 // MaxXCoordinate help us to remember that we should not use the field width to check the field boundaries! // The field dimensions counts the total number of coordinates, but the coordinates are zero-indexed. // e.g. If the field width is 10, so the max coordinate will be 9 MaxXCoordinate = 200 * BaseUnit // MaxYCoordinate help us to remember that we should not use the field width to check the field boundaries! // The field dimensions counts the total number of coordinates, but the coordinates are zero-indexed. // e.g. If the field height is 10, so the max coordinate will be 9 MaxYCoordinate = 100 * BaseUnit // FieldWidth is the width of the field (horizontal view) // This value must be an odd number because the central coordinate must be neutral, and we want to have the same number // of coordinates on both sides. // e.g. If the field width is 10, and the coordinates go from 0 to 9, there is no precise middle. // Thus, the field width would have to be 11, so the coordinate 5 is at the precise center FieldWidth = MaxXCoordinate + 1 // FieldHeight is the height of the field (horizontal view) // This value must be an odd number because we cant to a coordinate at the perfect middle of the field // e.g. If the field height is 10, and the coordinates go from 0 to 9, there is no precise middle. // Thus, the field height would have to be 11, so the coordinate 5 is at the precise center FieldHeight = MaxYCoordinate + 1 // FieldNeutralCenter is the radius of the neutral circle in the center of the field FieldNeutralCenter = 1000 // BallSize size of the element ball BallSize = 2 * BaseUnit // BallDeceleration is the deceleration rate of the ball speed by frame BallDeceleration = 10.0 // BallMaxSpeed is the max speed of the ball by frame BallMaxSpeed = 4.0 * BaseUnit // BallMinSpeed is the minimal speed of the ball by frame. When the ball was at this speed or slower, it will be considered stopped. BallMinSpeed = 2 // BallTimeInGoalZone is the max number of turns that the ball may be in a goal zone. After that, the ball will be auto kicked // towards the center of the field. BallTimeInGoalZone = 40 // 40 / 20 fps = 2 seconds // GoalWidth is the goal width GoalWidth = 30 * BaseUnit // GoalMinY is the coordinate Y of the lower pole of the goals GoalMinY = (MaxYCoordinate - GoalWidth) / 2 // GoalMaxY is the coordinate Y of the upper pole of the goals GoalMaxY = GoalMinY + GoalWidth // GoalZoneRange is the minimal distance that a player can stay from the opponent goal GoalZoneRange = 14 * BaseUnit // GoalKeeperJumpDuration is the number of turns that the jump takes. A jump cannot be interrupted after has been requested GoalKeeperJumpDuration = 3 // GoalKeeperJumpSpeed is the max speed of the goalkeeper during the jump GoalKeeperJumpSpeed = 2 * PlayerMaxSpeed // GoalkeeperNumber defines the goalkeeper number GoalkeeperNumber = uint32(1) // ShotClockTime Number of turns each teams has on attack before losing the ball possession. ShotClockTime = 300 )
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