// Client-only visual tuning. Gameplay values belong in shared/constants.ts or the JSON data. export const CAMERA_VIEW_HEIGHT = 680; export const CAMERA_FOLLOW_SPEED = 8; /** How far the camera leads toward the mouse (fraction of the cursor offset). */ export const CAMERA_AIM_LEAD = 0.18; export const OUTLINE_COLOR = 0x3b2414; export const OUTLINE_WIDTH = 3.5; // Terrain shading (px). The largest depth + OUTLINE_PX + 1 must stay <= RENDER_MARGIN (shared/constants). export const RIM_LIGHT_DEPTH = 5; export const RIM_LIGHT_WHITE = 0.45; export const UNDERSIDE_DEPTH = 4; export const UNDERSIDE_DARKEN = 0.78; export const CAVITY_SHADOW_DEPTH = 7; export const CAVITY_DARKEN = 0.64; export const DROP_SHADOW_DX = 5; export const DROP_SHADOW_DY = 7; export const DROP_SHADOW_ALPHA = 70; export const SHAKE_PER_PIXEL = 0.004; export const SHAKE_MAX = 12; export const SHAKE_DECAY = 20; export const HIT_SHAKE = 8; export const MERGE_SHAKE = 6; export const CRUSH_SHAKE = 12; export const PLAYER_SPLAT_COLOR = 0xff6f91; export const FREEZE_FRAME_MS = 50; export const PARTICLES_PER_100_PX = 6; export const PARTICLE_MAX = 700; export const PARTICLE_GRAVITY = 1200; export const LANDING_DUST_MIN_VY = 450; export const POPUP_MIN_PIXELS = 250; export const POPUP_COOLDOWN = 0.45; export const INPUT_SEND_HZ = 60; export const SQUASH_RECOVERY = 10; export const PLAYER_COLORS = [0xff6f91, 0x4dc4ff, 0x9be15d, 0xffc94d, 0xb18cff, 0xff9a4d, 0x4de0c4, 0xf15bb5];