/**
* LittleJS Engine Settings
* - All settings for the engine are here
* @namespace Settings
*/
'use strict';
///////////////////////////////////////////////////////////////////////////////
// Camera settings
/** Position of camera in world space
* @type {Vector2}
* @default Vector2()
* @memberof Settings */
let cameraPos = vec2();
/** Scale of camera in world space
* @type {Number}
* @default
* @memberof Settings */
let cameraScale = 32;
///////////////////////////////////////////////////////////////////////////////
// Display settings
/** The max size of the canvas, centered if window is larger
* @type {Vector2}
* @default Vector2(1920,1200)
* @memberof Settings */
let canvasMaxSize = vec2(1920, 1200);
/** Fixed size of the canvas, if enabled canvas size never changes
* - you may also need to set mainCanvasSize if using screen space coords in startup
* @type {Vector2}
* @default Vector2()
* @memberof Settings */
let canvasFixedSize = vec2();
/** Disables filtering for crisper pixel art if true
* @type {Boolean}
* @default
* @memberof Settings */
let canvasPixelated = 1;
/** Default font used for text rendering
* @type {String}
* @default
* @memberof Settings */
let fontDefault = 'arial';
///////////////////////////////////////////////////////////////////////////////
// WebGL settings
/** Enable webgl rendering, webgl can be disabled and removed from build (with some features disabled)
* @type {Boolean}
* @default
* @memberof Settings */
let glEnable = 1;
/** Fixes slow rendering in some browsers by not compositing the WebGL canvas
* @type {Boolean}
* @default
* @memberof Settings */
let glOverlay = 1;
///////////////////////////////////////////////////////////////////////////////
// Tile sheet settings
/** Default size of tiles in pixels
* @type {Vector2}
* @default Vector2(16,16)
* @memberof Settings */
let tileSizeDefault = vec2(16);
/** How many pixels smaller to draw tiles to prevent bleeding from neighbors
* @type {Number}
* @default
* @memberof Settings */
let tileFixBleedScale = .3;
///////////////////////////////////////////////////////////////////////////////
// Object settings
/** Enable physics solver for collisions between objects
* @type {Boolean}
* @default
* @memberof Settings */
let enablePhysicsSolver = 1;
/** Default object mass for collison calcuations (how heavy objects are)
* @type {Number}
* @default
* @memberof Settings */
let objectDefaultMass = 1;
/** How much to slow velocity by each frame (0-1)
* @type {Number}
* @default
* @memberof Settings */
let objectDefaultDamping = 1;
/** How much to slow angular velocity each frame (0-1)
* @type {Number}
* @default
* @memberof Settings */
let objectDefaultAngleDamping = 1;
/** How much to bounce when a collision occurs (0-1)
* @type {Number}
* @default 0
* @memberof Settings */
let objectDefaultElasticity = 0;
/** How much to slow when touching (0-1)
* @type {Number}
* @default
* @memberof Settings */
let objectDefaultFriction = .8;
/** Clamp max speed to avoid fast objects missing collisions
* @type {Number}
* @default
* @memberof Settings */
let objectMaxSpeed = 1;
/** How much gravity to apply to objects along the Y axis, negative is down
* @type {Number}
* @default 0
* @memberof Settings */
let gravity = 0;
/** Scales emit rate of particles, useful for low graphics mode (0 disables particle emitters)
* @type {Number}
* @default
* @memberof Settings */
let particleEmitRateScale = 1;
///////////////////////////////////////////////////////////////////////////////
// Input settings
/** Should gamepads be allowed
* @type {Boolean}
* @default
* @memberof Settings */
let gamepadsEnable = 1;
/** If true, the dpad input is also routed to the left analog stick (for better accessability)
* @type {Boolean}
* @default
* @memberof Settings */
let gamepadDirectionEmulateStick = 1;
/** If true the WASD keys are also routed to the direction keys (for better accessability)
* @type {Boolean}
* @default
* @memberof Settings */
let inputWASDEmulateDirection = 1;
/** True if touch gamepad should appear on mobile devices
* - Supports left analog stick, 4 face buttons and start button (button 9)
* - Must be set by end of gameInit to be activated
* @type {Boolean}
* @default 0
* @memberof Settings */
let touchGamepadEnable = 0;
/** True if touch gamepad should be analog stick or false to use if 8 way dpad
* @type {Boolean}
* @default
* @memberof Settings */
let touchGamepadAnalog = 1;
/** Size of virutal gamepad for touch devices in pixels
* @type {Number}
* @default
* @memberof Settings */
let touchGamepadSize = 99;
/** Transparency of touch gamepad overlay
* @type {Number}
* @default
* @memberof Settings */
let touchGamepadAlpha = .3;
/** Allow vibration hardware if it exists
* @type {Boolean}
* @default
* @memberof Settings */
let vibrateEnable = 1;
///////////////////////////////////////////////////////////////////////////////
// Audio settings
/** All audio code can be disabled and removed from build
* @type {Boolean}
* @default
* @memberof Settings */
let soundEnable = 1;
/** Volume scale to apply to all sound, music and speech
* @type {Number}
* @default
* @memberof Settings */
let soundVolume = .5;
/** Default range where sound no longer plays
* @type {Number}
* @default
* @memberof Settings */
let soundDefaultRange = 40;
/** Default range percent to start tapering off sound (0-1)
* @type {Number}
* @default
* @memberof Settings */
let soundDefaultTaper = .7;
///////////////////////////////////////////////////////////////////////////////
// Medals settings
/** How long to show medals for in seconds
* @type {Number}
* @default
* @memberof Settings */
let medalDisplayTime = 5;
/** How quickly to slide on/off medals in seconds
* @type {Number}
* @default
* @memberof Settings */
let medalDisplaySlideTime = .5;
/** Size of medal display
* @type {Vector2}
* @default Vector2(640,80)
* @memberof Settings */
let medalDisplaySize = vec2(640, 80);
/** Size of icon in medal display
* @type {Number}
* @default
* @memberof Settings */
let medalDisplayIconSize = 50;
/** Set to stop medals from being unlockable (like if cheats are enabled)
* @type {Boolean}
* @default 0
* @memberof Settings */
let medalsPreventUnlock;
///////////////////////////////////////////////////////////////////////////////
// Setters for global variables
/** Set position of camera in world space
* @param {Vector2} pos
* @memberof Settings */
function setCameraPos(pos) { cameraPos = pos; }
/** Set scale of camera in world space
* @param {Number} scale
* @memberof Settings */
function setCameraScale(scale) { cameraScale = scale; }
/** Set max size of the canvas
* @param {Vector2} size
* @memberof Settings */
function setCanvasMaxSize(size) { canvasMaxSize = size; }
/** Set fixed size of the canvas
* @param {Vector2} size
* @memberof Settings */
function setCanvasFixedSize(size) { canvasFixedSize = size; }
/** Disables anti aliasing for pixel art if true
* @param {Boolean} pixelated
* @memberof Settings */
function setCanvasPixelated(pixelated) { canvasPixelated = pixelated; }
/** Set default font used for text rendering
* @param {String} font
* @memberof Settings */
function setFontDefault(font) { fontDefault = font; }
/** Set if webgl rendering is enabled
* @param {Boolean} enable
* @memberof Settings */
function setGlEnable(enable) { glEnable = enable; }
/** Set to not composite the WebGL canvas
* @param {Boolean} overlay
* @memberof Settings */
function setGlOverlay(overlay) { glOverlay = overlay; }
/** Set default size of tiles in pixels
* @param {Vector2} size
* @memberof Settings */
function setTileSizeDefault(size) { tileSizeDefault = size; }
/** Set to prevent tile bleeding from neighbors in pixels
* @param {Number} scale
* @memberof Settings */
function setTileFixBleedScale(scale) { tileFixBleedScale = scale; }
/** Set if collisions between objects are enabled
* @param {Boolean} enable
* @memberof Settings */
function setEnablePhysicsSolver(enable) { enablePhysicsSolver = enable; }
/** Set default object mass for collison calcuations
* @param {Number} mass
* @memberof Settings */
function setObjectDefaultMass(mass) { objectDefaultMass = mass; }
/** Set how much to slow velocity by each frame
* @param {Number} damping
* @memberof Settings */
function setObjectDefaultDamping(damp) { objectDefaultDamping = damp; }
/** Set how much to slow angular velocity each frame
* @param {Number} damping
* @memberof Settings */
function setObjectDefaultAngleDamping(damp) { objectDefaultAngleDamping = damp; }
/** Set how much to bounce when a collision occur
* @param {Number} elasticity
* @memberof Settings */
function setObjectDefaultElasticity(elasticity) { objectDefaultElasticity = elasticity; }
/** Set how much to slow when touching
* @param {Number} friction
* @memberof Settings */
function setObjectDefaultFriction(friction) { objectDefaultFriction = friction; }
/** Set max speed to avoid fast objects missing collisions
* @param {Number} speed
* @memberof Settings */
function setObjectMaxSpeed(speed) { objectMaxSpeed = speed; }
/** Set how much gravity to apply to objects along the Y axis
* @param {Number} gravity
* @memberof Settings */
function setGravity(g) { gravity = g; }
/** Set to scales emit rate of particles
* @param {Number} scale
* @memberof Settings */
function setParticleEmitRateScale(scale) { particleEmitRateScale = scale; }
/** Set if gamepads are enabled
* @param {Boolean} enable
* @memberof Settings */
function setGamepadsEnable(enable) { gamepadsEnable = enable; }
/** Set if the dpad input is also routed to the left analog stick
* @param {Boolean} enable
* @memberof Settings */
function setGamepadDirectionEmulateStick(enable) { gamepadDirectionEmulateStick = enable; }
/** Set if true the WASD keys are also routed to the direction keys
* @param {Boolean} enable
* @memberof Settings */
function setInputWASDEmulateDirection(enable) { inputWASDEmulateDirection = enable; }
/** Set if touch gamepad should appear on mobile devices
* @param {Boolean} enable
* @memberof Settings */
function setTouchGamepadEnable(enable) { touchGamepadEnable = enable; }
/** Set if touch gamepad should be analog stick or 8 way dpad
* @param {Boolean} analog
* @memberof Settings */
function setTouchGamepadAnalog(analog) { touchGamepadAnalog = analog; }
/** Set size of virutal gamepad for touch devices in pixels
* @param {Number} size
* @memberof Settings */
function setTouchGamepadSize(size) { touchGamepadSize = size; }
/** Set transparency of touch gamepad overlay
* @param {Number} alpha
* @memberof Settings */
function setTouchGamepadAlpha(alpha) { touchGamepadAlpha = alpha; }
/** Set to allow vibration hardware if it exists
* @param {Boolean} enable
* @memberof Settings */
function setVibrateEnable(enable) { vibrateEnable = enable; }
/** Set to disable all audio code
* @param {Boolean} enable
* @memberof Settings */
function setSoundEnable(enable) { soundEnable = enable; }
/** Set volume scale to apply to all sound, music and speech
* @param {Number} volume
* @memberof Settings */
function setSoundVolume(volume) { soundVolume = volume; }
/** Set default range where sound no longer plays
* @param {Number} range
* @memberof Settings */
function setSoundDefaultRange(range) { soundDefaultRange = range; }
/** Set default range percent to start tapering off sound
* @param {Number} taper
* @memberof Settings */
function setSoundDefaultTaper(taper) { soundDefaultTaper = taper; }
/** Set how long to show medals for in seconds
* @param {Number} time
* @memberof Settings */
function setMedalDisplayTime(time) { medalDisplayTime = time; }
/** Set how quickly to slide on/off medals in seconds
* @param {Number} time
* @memberof Settings */
function setMedalDisplaySlideTime(time) { medalDisplaySlideTime = time; }
/** Set size of medal display
* @param {Vector2} size
* @memberof Settings */
function setMedalDisplaySize(size) { medalDisplaySize = size; }
/** Set size of icon in medal display
* @param {Number} size
* @memberof Settings */
function setMedalDisplayIconSize(size) { medalDisplayIconSize = size; }
/** Set to stop medals from being unlockable
* @param {Boolean} preventUnlock
* @memberof Settings */
function setMedalsPreventUnlock(preventUnlock) { medalsPreventUnlock = preventUnlock; }
/** Set if watermark with FPS should be shown
* @param {Boolean} show
* @memberof Debug */
function setShowWatermark(show) { showWatermark = show; }
/** Set key code used to toggle debug mode, Esc by default
* @param {Number} key
* @memberof Debug */
function setDebugKey(key) { debugKey = key; }