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authorswurl <swurl@swurl.xyz>2025-05-31 02:33:02 -0400
committerswurl <swurl@swurl.xyz>2025-05-31 02:33:02 -0400
commit6c655321e6b04b8648802e296bb5ca11d290ae68 (patch)
tree5c906511e4a2910ce8b806bb9d763b524c28619e /externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h
parentc0cceff365f754f8859f4c9a0362ebdba7ea388b (diff)
Move dead submodules in-tree
Signed-off-by: swurl <swurl@swurl.xyz>
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+/*
+ * Copyright 2018 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef SAMPLES_GAMECONSTANTS_H
+#define SAMPLES_GAMECONSTANTS_H
+
+#include "ui/OpenGLFunctions.h"
+
+constexpr int kBufferSizeInBursts = 2; // Use 2 bursts as the buffer size (double buffer)
+constexpr int kMaxQueueItems = 4; // Must be power of 2
+
+// Colors for game states and visual feedback for taps
+constexpr ScreenColor kPlayingColor = GREY;
+constexpr ScreenColor kLoadingColor = YELLOW;
+constexpr ScreenColor kLoadingFailedColor = RED;
+constexpr ScreenColor kTapSuccessColor = GREEN;
+constexpr ScreenColor kTapEarlyColor = ORANGE;
+constexpr ScreenColor kTapLateColor = PURPLE;
+
+// This defines the size of the tap window in milliseconds. For example, if defined at 100ms the
+// player will have 100ms before and after the centre of the tap window to tap on the screen and
+// be successful
+constexpr int kWindowCenterOffsetMs = 100;
+
+// Filename for clap sound asset (in assets folder)
+constexpr char kClapFilename[] { "CLAP.mp3" };
+
+// Filename for the backing track asset (in assets folder)
+constexpr char kBackingTrackFilename[] { "FUNKY_HOUSE.mp3" };
+
+// The game will first demonstrate the pattern which the user should copy. It does this by
+// "clapping" (playing a clap sound) at certain times during the song. We can specify these times
+// here in milliseconds. Our backing track has a tempo of 120 beats per minute, which is 2 beats per
+// second. This means a pattern of 3 claps starting on the first beat of the first bar would mean
+// playing claps at 0ms, 500ms and 1000ms
+constexpr int64_t kClapEvents[] { 0, 500, 1000 };
+
+// We then want the user to tap on the screen exactly 4 beats after the first clap so we add clap
+// windows at 2000ms, 2500ms and 3000ms (or 2, 2.5 and 3 seconds). @see getTapResult for more info.
+constexpr int64_t kClapWindows[] { 2000, 2500, 3000 };
+
+struct AudioProperties {
+ int32_t channelCount;
+ int32_t sampleRate;
+};
+
+#endif //SAMPLES_GAMECONSTANTS_H