| @@ -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 | |||||
| /// <summary> | |||||
| /// 玩家相关 | |||||
| /// </summary> | |||||
| 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 | |||||
| /// <summary> | |||||
| /// 道具相关 | |||||
| /// </summary> | |||||
| 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 | |||||
| } | |||||
| } | |||||