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- use glc::{matrix::Angle, vector::Vector2f};
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- /// Distance to orbit before ship is handled as "in orbit" in %
- pub const SHIP_ORBIT_DISTANCE_MAX: f32 = 1.10;
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- /// Minimum angle between old and new target position in orbit
- pub const SHIP_ORBIT_ANGLE_DELTA_MIN: Angle<f32> = Angle::Deg(5000.0);
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- /// Random angle between old and new target position in orbit
- pub const SHIP_ORBIT_ANGLE_DELTA_RND: Angle<f32> = Angle::Deg(5000.0);
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- /// Agility of ships inside orbit
- pub const SHIP_ORBIT_AGILITY: Angle<f32> = Angle::Deg(90.0);
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- pub const VECTOR_2F_POS_X: Vector2f = Vector2f::new(1.0, 0.0);
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