//============================================================================== // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Library General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. //============================================================================== //============================================================================== // File: Config.hpp // Author: Jarmo Hekkanen //------------------------------------------------------------------------------ #ifndef Config_hpp #define Config_hpp //------------------------------------------------------------------------------ // Includes #include //============================================================================== using namespace std; // Bitmap positions on the bitmap.png image // { TopLeftX, TopLeftY, FrameWidth, FrameHeight } SDL_Rect GameOverRect = {0, 0, 150, 100}; SDL_Rect CrosshairRect = {129, 100, 21, 21}; SDL_Rect TextRect = {0, 100, 100, 20}; SDL_Rect TankRect = {0, 120, 34, 20}; SDL_Rect MarineRect = {78, 129, 10, 15}; SDL_Rect ExplosionDecalRect = {78, 120, 24, 9}; SDL_Rect SandDecalRect = {102, 120, 4, 9}; SDL_Rect BloodDecalRect = {106, 120, 8, 9}; SDL_Rect GrenadeIconRect = {120, 100, 9, 21}; SDL_Rect GrenadeRect = {143, 121, 7, 16}; SDL_Rect GrenadeDecalRect = {0, 140, 19, 15}; SDL_Rect AmmoBoxRect = {106, 100, 14, 9}; SDL_Rect Crosshair2Rect = {19, 140, 21, 21}; SDL_Rect NewGameRect = {0, 174, 131, 30}; SDL_Rect QuitRect = {40, 144, 73, 30}; // Number of frames in animations const Uint8 NumberOfMarineFrames = 5; const Uint8 NumberOfTankFrames = 2; // Animation speeds const Uint32 MarineDelay = 100; const Uint32 TankDelay = 100; // Blood1 Particle system Uint16 Blood1_Particles = 15; Uint16 Blood1_Size = 2; Uint16 Blood1_Power = 10; SDL_Color Blood1_Start = { 255, 0, 0 }; SDL_Color Blood1_End = { 128, 0, 0 }; float Blood1_MaxEnergy = 400; // Blood2 Particle system Uint16 Blood2_Particles = 100; Uint16 Blood2_Size = 1; Uint16 Blood2_Power = 20; SDL_Color Blood2_Start = { 200, 0, 0 }; SDL_Color Blood2_End = { 128, 0, 0 }; float Blood2_MaxEnergy = 400; // Sand Particle system Uint16 Sand_Particles = 20; Uint16 Sand_Size = 1; Uint16 Sand_Power = 15; SDL_Color Sand_Start = { 80, 80, 90 }; SDL_Color Sand_End = { 50, 55, 15 }; float Sand_MaxEnergy = 400; // Explosion1 Particle system Uint16 Explosion1_Particles = 40; Uint16 Explosion1_Size = 2; Uint16 Explosion1_Power = 30; SDL_Color Explosion1_Start = { 232, 56, 0 }; SDL_Color Explosion1_End = { 50, 0, 0 }; float Explosion1_MaxEnergy = 700; // Explosion2 Particle system Uint16 Explosion2_Particles = 40; Uint16 Explosion2_Size = 2; Uint16 Explosion2_Power = 30; SDL_Color Explosion2_Start = { 225, 235, 0 }; SDL_Color Explosion2_End = { 23, 54, 0 }; float Explosion2_MaxEnergy = 700; // Explosion3 Particle system Uint16 Explosion3_Particles = 100; Uint16 Explosion3_Size = 1; Uint16 Explosion3_Power = 45; SDL_Color Explosion3_Start = { 225, 0, 0 }; SDL_Color Explosion3_End = { 150, 0, 0 }; float Explosion3_MaxEnergy = 500; //============================================================================== #endif // Config_hpp //------------------------------------------------------------------------------ // EOF //==============================================================================