/* * 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