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229 lines
8.2 KiB
229 lines
8.2 KiB
################################################################################################### |
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# TILE CONFIGURATION # |
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################################################################################################### |
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#This file holds the configurable parameters for the tile engine |
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#Ensure lines do not end with a space! |
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################################################################################################### |
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# DISPLAY PARAMETERS # |
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################################################################################################### |
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#generally 4:3 or 16:9 is reccomended (1:1 will not work) |
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#x part (width) of aspect ratio |
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aspectX=4 |
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#y part (height) of aspect ratio |
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aspectY=3 |
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################################################################################################### |
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# PERFORMANCE PARAMETERS # |
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################################################################################################### |
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#frames per second |
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framerate=30 |
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################################################################################################### |
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# VIEWPORT PARAMETERS # |
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################################################################################################### |
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#This causes stretching/misplaced sprites if not set correctly |
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#METHOD: select a common factor of your adjusted width and height |
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#set viewport width to adjusted width / common factor |
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#set viewport height to adjusted height / common factor |
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#adjustedWidth = windowHeight * (aspectX/aspectY) |
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#adjustedHeight = windowWidth / (aspectX/aspectY) |
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#viewport width in tiles |
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viewportWidth=360 |
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#viewport height in tiles |
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viewportHeight=270 |
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################################################################################################### |
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# LEVEL PARAMETERS # |
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################################################################################################### |
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#Level width in tiles |
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levelWidth=3000 |
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#Level Height in tiles |
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levelHeight=3000 |
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################################################################################################### |
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# RESOURCE FILEPATHS # |
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################################################################################################### |
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#filepath for resource root folder |
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resPath=res |
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#filepath for tiles foler |
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tilePath=res/tiles |
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#filepath for levels folder |
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levelPath=res/levels |
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#filepath for sprites folder |
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spritePath=res/sprites |
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#filepath for music folder |
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musicPath=res/music |
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#filepath for music folder |
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soundPath=res/sounds |
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#filepath for fonts folder |
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fontPath=res/fonts |
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################################################################################################### |
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# RESOURCE PARAMETERS # |
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################################################################################################### |
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#file extension for levels |
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levelExtension=.csv |
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#deliminator between tiles in level files |
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tileDeliminator=, |
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#file extension for tile images |
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tileImageExtension=.png |
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#file extension for tile properties |
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tilePropertiesExtension=.properties |
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#id for empty tiles |
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emptyTile=0 |
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#id for unkown tiles |
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unknownTitle=99999 |
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################################################################################################### |
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# STRINGS # |
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################################################################################################### |
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#Game of the game |
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title=INTO THE BREACH |
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#Title screen message |
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titleMsg1=Press A+B to start... |
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#Loading message |
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loadingMsg=Loading... |
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#Pause title |
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pauseMsg1=Paused |
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#Pause message |
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pauseMsg2=Press A to resume... |
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#Controls description |
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controlsMsg=Tip forwards - Accelerate\nTip backwards - Decelerate/Reverse\nRotate - Steer\nA - Shoot\nB - Bomb\nC - Pause (and reset steering neutral zone) |
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#Story text |
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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... |
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#Game over message |
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gameOverMsg=GAME OVER |
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#Credits |
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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 |
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copyright=\u00a9 Jamie Munro 2022 |
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################################################################################################### |
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# CONTROLLER PARAMETERS # |
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################################################################################################### |
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#Which serial device is the controller connected too |
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serialDevice=1 |
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#Serial baud rate |
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baudRate=115200 |
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#ASCII code for line endings (\n) |
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lineEnding=10 |
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#How long should the serial message be |
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messageLength=33 |
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#Character starting a micro:bit message |
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microbitControlChar=* |
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#Regex to split micro:bit message into array |
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microbitSplitRegex=[*abcxyzlh] |
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#Acceleratometer threshold for game to recognise as input (x-axis) |
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thresholdX=180 |
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#Acceleratometer threshold for game to recognise as input (y-axis) |
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thresholdY=280 |
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#Compass threshold for game to recognise as input (degrees) |
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headingThreshold=6 |
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################################################################################################### |
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# MOVEMENT PARAMETERS # |
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################################################################################################### |
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#Amount of momentum added per unit time forwards engine is fired |
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mainEngineForce=0.25 |
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#Amount of momentum subtracted per unit time rear engine is fired |
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reverseEngineForce=0.175 |
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#number of degrees rotated per unit time side engine is firing |
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rotationSpeed=4 |
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#Maximum forwards momentum |
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maxForwardsMomentum=6 |
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#Maximum rearwards momentum |
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maxRearMomentum=4 |
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#Amount of momentum added/remove (towards zero) per unit time no engines are fired |
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friction=0.0625 |
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################################################################################################### |
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# GAME PARAMETERS # |
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################################################################################################### |
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#How long should be waited before showing story screen |
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storyWaitTime=15 |
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#How fast should the story text scroll |
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scrollSpeed = 2 |
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#Player scale factor in relation to tile size |
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playerScaleFactor=12 |
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#Player projectile scale factor in relation to tile size |
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playerProjectileScaleFactor=2 |
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#starting lives |
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initialLives=3 |
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#starting bombs |
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initialBombs=5 |
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#number of different types of enemy |
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enemyTypes=7 |
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#maximum number of player projectiles in flight |
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maxPlayerProjectiles=100 |
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#minmium time in between shots (ms) |
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reloadTime=250 |
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#time shielded for after a hit |
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shieldTime=5000 |
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#speed of bomb expansion |
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bombSpeed=2 |
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#amount of time per difficulty increase (seconds) |
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difficultyInterval=30 |
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#amount of time per spawn (ms) |
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spawnInterval=1000 |
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################################################################################################### |
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# REWARD PARAMETERS # |
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################################################################################################### |
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extraLifeInterval=50000 |
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extraBombInterval=25000
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