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const ( PhysicsFrameDuration = 20 * time.Millisecond UpdateSendInterval = 10 * time.Millisecond // DirtyFramesTimeout is a timeout measured in frames after which the ship is marked dirty. DirtyFramesTimeout = 50 // BoundaryAnnulusWidth is the width of boundary region (in .01 units), i.e. from WorldRadius till when no more movement is possible BoundaryAnnulusWidth = 40000 // FrictionCoefficient is the coefficient saying how fast a spaceship will slow down when not using acceleration FrictionCoefficient = 0.005 // MinFireInterval is a minimum time between firing. MinFireInterval = 250 * time.Millisecond // RandomPositionEmptyRadius describes the minimum radius around randomized // initial position that needs to be free of any objects. RandomPositionEmptyRadius = 5000.0 // Acceleration is spaceship's linear acceleration on thruster. SpaceshipAcceleration = 50.0 // Maximum angular velocity added on user input. SpaceshipMaxAngularVelocity = 0.12 SpaceshipLinearAngularAcceleration = 0.0001 SpaceshipNonlinearAngularAcceleration = 2.0 SpaceshipAngularFriction = 0.2 // SpaceshipMass is mass of the spaceship, used for calculating inertia SpaceshipMass = 100.0 // SpaceshipTurnToAngleP is TurnToTarget propotional gain. SpaceshipTurnToAngleP = 0.9 // MaxSpeed maximum speed of the spacecraft SpaceshipMaxSpeed = 600 // SpaceshipBoostFactor is the multiplier for maximum speed when boost is active SpaceshipBoostFactor = 2.5 // SpaceshipSize is spaceship's radius SpaceshipSize = 2200 // SpaceshipInitialHP spaceship HP SpaceshipInitialHP = 500 // SpaceshipInitialEnergy spaceship Energy SpaceshipInitialEnergy = 2000 // Part of killed player's Max HP that killing player receives KillRewardRatio = 0.2 // Energy reward for each KillEnergyRewardRatio = 0.2 // Energy cost of a single shot BasicWeaponEnergyCost = 100 // Energy cost of frame of boosting BoostPerFrameEnergyCost = 20 // WorldRadius is the radius of playable world (in .01 units) WorldRadius = 100000 // AutoRepairDelay is time after which spaceship will repair itself AutoRepairDelay = 1000 // AutoRepairInterval is the time between repairs AutoRepairInterval = 1 // AutoRepair is the amount of HP player will receive after AutoRepairDelay AutoRepairAmount = 2 // EnergyRecharge is the amount of Energy player will receive after AutoRepairDelay AutoEnergyRechargeAmount = 3 // Number of best players in Leaderboard LeaderboardLength = 10 // MinimumUsernameLength is minimal the number of characters in username MinimumUsernameLength = 3 // MaximumUsernameLength is maximal the number of characters in username MaximumUsernameLength = 25 // ProjectileSpeed describes projectile speed. Captain Obvious ProjectileSpeed = 4000 // DefaultTTL describes the default number of frames the projectile lives ProjectileDefaultTTL = 15 // ProjectileDamage is the damage that is inflicted on a user upon colliding with projectile ProjectileDamage = 50 // ProjectileImpulseStrength is the amount of push back projectile delivers on hit ProjectileImpulseStrength = 100.0 // ProjectileRotationalImpulse is the ratio of impulse that will be applied to angular velocity ProjectileRotationalImpulse = 0.2 // AsteroidVelocity defines asteroids' initial velocity AsteroidVelocity = 100 // AsteroidSpawnRadius defines the radius of the circle on which asteroids spawn AsteroidSpawnRadius = WorldRadius * 2 // AsteroidPresenceBoundary defines the radius of the circle beyond which asteroids are removed AsteroidRemoveRadius = AsteroidSpawnRadius + 100 // AsteroidCountLimit limits the number of asteroids AsteroidCountLimit = 20 // Damage made by hitting an asteroid AsteroidDamageValue = 200 // Damage made by hitting an asteroid AsteroidInitialHp = 10 // Reward gained on destroying an asteroid AsteroidKillReward = 10 // Energy reward gained on destroying an asteroid AsteroidKillEnergyReward = 10 // Max number of clients that server will handle MaxNumberOfClients = 50 )
Variables ¶
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Functions ¶
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Types ¶
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