• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright 2018 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef SAMPLES_GAMECONSTANTS_H
18 #define SAMPLES_GAMECONSTANTS_H
19 
20 #include "ui/OpenGLFunctions.h"
21 
22 constexpr int kBufferSizeInBursts = 2; // Use 2 bursts as the buffer size (double buffer)
23 constexpr int kMaxQueueItems = 4; // Must be power of 2
24 
25 // Colors for game states and visual feedback for taps
26 constexpr ScreenColor kPlayingColor = GREY;
27 constexpr ScreenColor kLoadingColor = YELLOW;
28 constexpr ScreenColor kLoadingFailedColor = RED;
29 constexpr ScreenColor kTapSuccessColor = GREEN;
30 constexpr ScreenColor kTapEarlyColor = ORANGE;
31 constexpr ScreenColor kTapLateColor = PURPLE;
32 
33 // This defines the size of the tap window in milliseconds. For example, if defined at 100ms the
34 // player will have 100ms before and after the centre of the tap window to tap on the screen and
35 // be successful
36 constexpr int kWindowCenterOffsetMs = 100;
37 
38 // Filename for clap sound asset (in assets folder)
39 constexpr char kClapFilename[] { "CLAP.mp3" };
40 
41 // Filename for the backing track asset (in assets folder)
42 constexpr char kBackingTrackFilename[] { "FUNKY_HOUSE.mp3" };
43 
44 // The game will first demonstrate the pattern which the user should copy. It does this by
45 // "clapping" (playing a clap sound) at certain times during the song. We can specify these times
46 // here in milliseconds. Our backing track has a tempo of 120 beats per minute, which is 2 beats per
47 // second. This means a pattern of 3 claps starting on the first beat of the first bar would mean
48 // playing claps at 0ms, 500ms and 1000ms
49 constexpr int64_t kClapEvents[] { 0, 500, 1000 };
50 
51 // We then want the user to tap on the screen exactly 4 beats after the first clap so we add clap
52 // windows at 2000ms, 2500ms and 3000ms (or 2, 2.5 and 3 seconds). @see getTapResult for more info.
53 constexpr int64_t kClapWindows[] { 2000, 2500, 3000 };
54 
55 struct AudioProperties {
56     int32_t channelCount;
57     int32_t sampleRate;
58 };
59 
60 #endif //SAMPLES_GAMECONSTANTS_H