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###################################################################################################
# TILE CONFIGURATION #
###################################################################################################
#This file holds the configurable parameters for the tile engine
#Ensure lines do not end with a space!
###################################################################################################
# DISPLAY PARAMETERS #
###################################################################################################
#generally 4:3 or 16:9 is reccomended (1:1 will not work)
#x part (width) of aspect ratio
aspectX=4
#y part (height) of aspect ratio
aspectY=3
###################################################################################################
# PERFORMANCE PARAMETERS #
###################################################################################################
#frames per second
framerate=30
###################################################################################################
# VIEWPORT PARAMETERS #
###################################################################################################
#This causes stretching/misplaced sprites if not set correctly
#METHOD: select a common factor of your adjusted width and height
#set viewport width to adjusted width / common factor
#set viewport height to adjusted height / common factor
#adjustedWidth = windowHeight * (aspectX/aspectY)
#adjustedHeight = windowWidth / (aspectX/aspectY)
#viewport width in tiles
viewportWidth=360
#viewport height in tiles
viewportHeight=270
###################################################################################################
# LEVEL PARAMETERS #
###################################################################################################
#Level width in tiles
levelWidth=3000
#Level Height in tiles
levelHeight=3000
###################################################################################################
# RESOURCE FILEPATHS #
###################################################################################################
#filepath for resource root folder
resPath=res
#filepath for tiles foler
tilePath=res/tiles
#filepath for levels folder
levelPath=res/levels
#filepath for sprites folder
spritePath=res/sprites
#filepath for music folder
musicPath=res/music
#filepath for music folder
soundPath=res/sounds
#filepath for fonts folder
fontPath=res/fonts
###################################################################################################
# RESOURCE PARAMETERS #
###################################################################################################
#file extension for levels
levelExtension=.csv
#deliminator between tiles in level files
tileDeliminator=,
#file extension for tile images
tileImageExtension=.png
#file extension for tile properties
tilePropertiesExtension=.properties
#id for empty tiles
emptyTile=0
#id for unkown tiles
unknownTitle=99999
###################################################################################################
# STRINGS #
###################################################################################################
#Game of the game
title=INTO THE BREACH
#Title screen message
titleMsg1=Press A+B to start...
#Loading message
loadingMsg=Loading...
#Pause title
pauseMsg1=Paused
#Pause message
pauseMsg2=Press A to resume...
#Controls description
controlsMsg=Tip forwards - Accelerate\nTip backwards - Decelerate/Reverse\nRotate - Steer\nA - Shoot\nB - Bomb\nC - Pause (and reset steering neutral zone)
#Story text
storyCrawl=INTO THE BREACH\n\nHow did it come to this?\n\nFirst there were the weak men.\nThe incompetent men.\nThe complacent leaders.\n\nThen there were the strong men.\nMen who were willing to do\nwhat needed to be done.\nMen who could make dificult\ndecisions and stand by them.\nBut by then it was too late.\n\nEarth was gone.\nThere was nothing left.\nNothing but a burning\ndesire for vengance.\nA need to cause as much pain\nto those that had done this\nas was humanly possible... \nRevenge\n\nA last stand.\nA last battle.\nEarth's legacy.\nA fitting end to\nhumanity's short existance.\n\nAvenge your people.\nDie a hero's death.\nInto the breach...\n\n\n\n\nPress any button to continue...
#Game over message
gameOverMsg=GAME OVER
#Credits
credits=Credits:\n\u00a9 Jamie Munro 2022, All rights reserved\nGame Design, Progamming and Graphics by Jamie Munro\nMusic by Eric Matyas\nSound effects by Kenny.nl\nBomb icon inspired by TCRF's Minesweeper\n"Boss" sprite inspired by Taito/Midway/Tomohiro Nishikado's Space Invaders crab\nFont is Andale Mono by Steve Matteson
copyright=\u00a9 Jamie Munro 2022
###################################################################################################
# CONTROLLER PARAMETERS #
###################################################################################################
#Which serial device is the controller connected too
serialDevice=1
#Serial baud rate
baudRate=115200
#ASCII code for line endings (\n)
lineEnding=10
#How long should the serial message be
messageLength=33
#Character starting a micro:bit message
microbitControlChar=*
#Regex to split micro:bit message into array
microbitSplitRegex=[*abcxyzlh]
#Acceleratometer threshold for game to recognise as input (x-axis)
thresholdX=180
#Acceleratometer threshold for game to recognise as input (y-axis)
thresholdY=280
#Compass threshold for game to recognise as input (degrees)
headingThreshold=6
###################################################################################################
# MOVEMENT PARAMETERS #
###################################################################################################
#Amount of momentum added per unit time forwards engine is fired
mainEngineForce=0.25
#Amount of momentum subtracted per unit time rear engine is fired
reverseEngineForce=0.175
#number of degrees rotated per unit time side engine is firing
rotationSpeed=4
#Maximum forwards momentum
maxForwardsMomentum=6
#Maximum rearwards momentum
maxRearMomentum=4
#Amount of momentum added/remove (towards zero) per unit time no engines are fired
friction=0.0625
###################################################################################################
# GAME PARAMETERS #
###################################################################################################
#How long should be waited before showing story screen
storyWaitTime=15
#How fast should the story text scroll
scrollSpeed = 2
#Player scale factor in relation to tile size
playerScaleFactor=12
#Player projectile scale factor in relation to tile size
playerProjectileScaleFactor=2
#starting lives
initialLives=3
#starting bombs
initialBombs=5
#number of different types of enemy
enemyTypes=7
#maximum number of player projectiles in flight
maxPlayerProjectiles=100
#minmium time in between shots (ms)
reloadTime=250
#time shielded for after a hit
shieldTime=5000
#speed of bomb expansion
bombSpeed=2
#amount of time per difficulty increase (seconds)
difficultyInterval=30
#amount of time per spawn (ms)
spawnInterval=1000
###################################################################################################
# REWARD PARAMETERS #
###################################################################################################
extraLifeInterval=50000
extraBombInterval=25000