2
* This global class maintains values used
3
* throughout the program.
5
* The sizes as important here to ensure that
6
* the various drawn compoennts will match
7
* size when dragged from one region to another
9
* These are done with M4 macros to allow easy
10
* notation of changes based on difficulty.
16
* Here we will try to alter the enemy stats rather
17
* than the player stats. This gives the player a
18
* consistent feel. Though some items, such as
19
* build walls and new cannons do get altered (
20
* as there is no other way to alter the build phase)
23
//////////////////////////////////////////////////////////////////
26
//less than 15 is damn near impossible when combined with increasing shooting of boats!
27
//more than 25 just gets boring in Build phase
28
DInt( numWalls, MIN( 25, MAX( 15, 20 - 3 * IDIFF ) ) )
30
///////////////////////////////////////////////////////////////////
32
DIPoint( cannonSize, 2, 2 )
34
DInt( cannonUpgradeLevels, 20 ) //levels to display for upgrading
36
DFloat( cannonSizeInc, 0.1 )
37
DFloat( cannonSpeedInc, 1 )
39
DFloat( initCannonBallSpeed, 10 )
40
DFloat( initCannonBallSize, 0.5 )
42
//no need to scale per DIFF since the firing rate will increas anyways
43
DFloat( cpuCannonBallSpeed, 7 )
44
DFloat( cpuCannonBallSize, 0.5 )
48
DFloat( bouncerSpeed, FSCALE( 1.5, 0.1 ) )
49
DFloat( bouncerFireSpeed, MAX( 5, 10 - 2 * FDIFF ) )
50
DFloat( bouncerHP, MAX( 1, 3 + FDIFF ) )
52
DFloat( boatSpeed, FSCALE( 0.5, 0.2 ) )
53
DFloat( boatFireSpeed, MAX( 2, 5 - FDIFF ) )
54
DFloat( boatHP, MAX( 1, 4 + FDIFF ) )
56
DFloat( lboatSpeed, FSCALE( 0.6, 0.2 ) )
57
DFloat( lboatFireSpeed, MAX( 5, 20 - 5 * FDIFF ) )
58
DFloat( lboatHP, MAX( 1, 6 + 2 * FDIFF ) )
60
DFloat( flyerSpeed, FSCALE( 0.5, 0.1 ) )
61
DFloat( flyerCircleSpeed, FSCALE( 0.8, 0.1 ) )
62
DFloat( flyerFireSpeed, MAX( 6, 12 - 2 * FDIFF ) )
63
DFloat( flyerHP, MAX( 1, 2 + FDIFF ) )
65
DFloat( walkerSpeed, FSCALE( 0.5, 0.2 ) )
66
DFloat( walkerFireSpeed, 2 )
67
DFloat( walkerHP, MAX( 1, 2 + FDIFF ) )
68
DFloat( walkerDamage, 0.5 )
69
DFloat( walkerDamagePause, MAX( 2, 5 - FDIFF ) )
71
//////////////////////////////////////////////////////////////////////////
73
DInt( actionBonusTime, 60 - 10*IDIFF )
74
DInt( actionDangerTime, 20 - 5 * IDIFF )
75
DInt( buildBonusTime, 45 - 5*IDIFF )
76
DInt( buildDangerTime, 10 - IDIFF )