diff --git a/logic/Preparation/GameData/GameData.cs b/logic/Preparation/GameData/GameData.cs
new file mode 100644
index 0000000..2d13d58
--- /dev/null
+++ b/logic/Preparation/GameData/GameData.cs
@@ -0,0 +1,77 @@
+using Preparation.Utility;
+
+namespace Preparation.GameData
+{
+ public static class GameData
+ {
+#region 基本常数与常方法
+ public const int numOfPosGridPerCell = 1000; // 每格的【坐标单位】数
+ public const int numOfStepPerSecond = 20; // 每秒行走的步数
+ public const int lengthOfMap = 50000; // 地图长度
+ public const int rows = 50; // 行数
+ public const int cols = 50; // 列数
+ public const long gameDuration = 600000; // 游戏时长600000ms = 10min
+ public const long frameDuration = 50; // 每帧时长
+
+ public const int MinSpeed = 1; // 最小速度
+ public const int MaxSpeed = int.MaxValue; // 最大速度
+
+ public static XYPosition GetCellCenterPos(int x, int y) // 求格子的中心坐标
+ {
+ XYPosition ret = new((x * numOfPosGridPerCell) + (numOfPosGridPerCell / 2), (y * numOfPosGridPerCell) + (numOfPosGridPerCell / 2));
+ return ret;
+ }
+ public static int PosGridToCellX(XYPosition pos) // 求坐标所在的格子的x坐标
+ {
+ return pos.x / numOfPosGridPerCell;
+ }
+ public static int PosGridToCellY(XYPosition pos) // 求坐标所在的格子的y坐标
+ {
+ return pos.y / numOfPosGridPerCell;
+ }
+ public static bool IsInTheSameCell(XYPosition pos1, XYPosition pos2)
+ {
+ return PosGridToCellX(pos1) == PosGridToCellX(pos2) && PosGridToCellY(pos1) == PosGridToCellY(pos2);
+ }
+#endregion
+#region 角色相关
+ ///
+ /// 玩家相关
+ ///
+ public const int characterRadius = numOfPosGridPerCell / 2; // 人物半径
+ public const int basicAp = 3000; // 初始攻击力
+ public const int basicHp = 6000; // 初始血量
+ public const int basicCD = 3000; // 初始子弹冷却
+ public const int basicBulletNum = 3; // 基本初始子弹量
+ public const int MinAP = 0; // 最小攻击力
+ public const int MaxAP = int.MaxValue; // 最大攻击力
+ public const double basicAttackRange = 9000; // 基本攻击范围
+ public const double basicBulletBombRange = 3000; // 基本子弹爆炸范围
+ public const int basicMoveSpeed = 3000; // 基本移动速度,单位:s-1
+ public const int basicBulletMoveSpeed = 3000; // 基本子弹移动速度,单位:s-1
+ public const int characterMaxSpeed = 12000; // 最大速度
+ public const int addScoreWhenKillOneLevelPlayer = 30; // 击杀一级角色获得的加分
+ public const int commonSkillCD = 30000; // 普通技能标准冷却时间
+ public const int commonSkillTime = 10000; // 普通技能标准持续时间
+ public const int bulletRadius = 200; // 默认子弹半径
+ public const int reviveTime = 30000; // 复活时间
+ public const int shieldTimeAtBirth = 3000; // 复活时的护盾时间
+ public const int gemToScore = 4; // 一个宝石的标准加分
+ ///
+ /// 道具相关
+ ///
+ public const int MinPropTypeNum = 1;
+ public const int MaxPropTypeNum = 10;
+ public const int PropRadius = numOfPosGridPerCell / 2;
+ public const int PropMoveSpeed = 3000;
+ public const int PropMaxMoveDistance = 15 * numOfPosGridPerCell;
+ public const int MaxGemSize = 5; // 随机生成的宝石最大size
+ public const long GemProduceTime = 10000;
+ public const long PropProduceTime = 10000;
+ public const int PropDuration = 10000;
+#endregion
+#region 游戏帧相关
+ public const long checkInterval = 50; // 检查位置标志、补充子弹的帧时长
+#endregion
+ }
+}