diff options
Diffstat (limited to 'externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h')
| -rw-r--r-- | externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h | 60 |
1 files changed, 0 insertions, 60 deletions
diff --git a/externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h b/externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h deleted file mode 100644 index 288159279e..0000000000 --- a/externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h +++ /dev/null @@ -1,60 +0,0 @@ -/* - * 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 |
