use glc::{matrix::Angle, vector::Vector2f}; use crate::components::{ShipData, ShipsData}; /// Distance to orbit before ship is handled as "in orbit" in % pub const SHIP_ORBIT_DISTANCE_MAX: f32 = 1.10; /// Minimum angle between old and new target position in orbit pub const SHIP_ORBIT_ANGLE_DELTA_MIN: Angle = Angle::Deg(5000.0); /// Random angle between old and new target position in orbit pub const SHIP_ORBIT_ANGLE_DELTA_RND: Angle = Angle::Deg(5000.0); /// Agility of ships inside orbit pub const SHIP_ORBIT_AGILITY: Angle = Angle::Deg(90.0); pub const VECTOR_2F_POS_X: Vector2f = Vector2f::new(1.0, 0.0); pub const SHIPS_DATA_FIGHTER: ShipsData = ShipsData { fighter: ShipData { speed: 120.0 }, bomber: ShipData { speed: 80.0 }, transporter: ShipData { speed: 100.0 }, }; pub const SHIPS_DATA_TRADER: ShipsData = ShipsData { fighter: ShipData { speed: 100.0 }, bomber: ShipData { speed: 70.0 }, transporter: ShipData { speed: 120.0 }, }; pub const SHIPS_DATA_RESEARCHER: ShipsData = ShipsData { fighter: ShipData { speed: 90.0 }, bomber: ShipData { speed: 60.0 }, transporter: ShipData { speed: 100.0 }, };