SCREEN_WIDTH = 640; SCREEN_HEIGHT = 480; SCREEN_OFFSET_RECENTLYSTOLEN = new Phaser.Point(400, SCREEN_HEIGHT - 40); RECENTLYSTOLEN_MAX = 5; SPEED_WALKING = 8; SPEED_RUNNING = 14; TILE_WIDTH = 32; TILE_HEIGHT = 32; // Millisecond durations per tweens, per tile TWEEN_DURATION_PERPIXEL_RUNNING = 6; TWEEN_DURATION_PERPIXEL_WALKING = 12; TWEEN_DURATION_PERTILE_RUNNING = TWEEN_DURATION_PERPIXEL_RUNNING * 32; TWEEN_DURATION_PERTILE_WALKING = TWEEN_DURATION_PERPIXEL_WALKING * 32; DAYLIGHT_TIMER_TOTALTIME = (9 * 60 * 60 * 1000); DAYLIGHT_TIMER_REPEAT = 1000 / 20; DAYLIGHT_TIMER_REPEATCOUNT = (DAYLIGHT_TIMER_TOTALTIME / DAYLIGHT_TIMER_REPEAT ) + 1; STATE_NONE = 0; STATE_UNAWARE = 1 << 1; STATE_CONCERNED = 1 << 2; STATE_ALERTED = 1 << 3; STATE_LOSTHIM = 1 << 4; STATE_RUNNING = 1 << 5; STATE_FACE_LEFT = 1 << 6; STATE_FACE_RIGHT = 1 << 7; STATE_FACE_UP = 1 << 8; STATE_FACE_DOWN = 1 << 9; STATE_MOVING = 1 << 10; STATE_RUNNINGTOLIGHT = 1 << 11; STATE_RUNNINGTOREPORT = 1 << 12; STATE_LOOKINGFORTARGET = 1 << 13; STATE_STEALING = 1 << 13; STATES_AWARENESS = (STATE_UNAWARE | STATE_CONCERNED | STATE_ALERTED | STATE_LOSTHIM); STATES_MOVEMENT = (STATE_MOVING | STATE_RUNNING); STATES_FACE = (STATE_FACE_LEFT | STATE_FACE_RIGHT | STATE_FACE_DOWN | STATE_FACE_UP); SPRITE_TOWNSFOLK_MALE = 1; SPRITE_TOWNSFOLK_FEMALE = 2; SPRITE_TOWNSFOLK_GUARD = 3; SPRITE_TOWNSFOLK_MALE1 = 1; SPRITE_TOWNSFOLK_MALE2 = 2; SPRITE_TOWNSFOLK_MALE3 = 3; SPRITE_TOWNSFOLK_MALE4 = 4; SPRITE_TOWNSFOLK_FEMALE1 = 5; SPRITE_TOWNSFOLK_FEMALE2 = 6; SPRITE_TOWNSFOLK_FEMALE3 = 7; SPRITE_TOWNSFOLK_FEMALE4 = 8; SPRITE_TOWNSFOLK_GUARD1 = 9; SPRITE_TOWNSFOLK_GUARD2 = 10; SCORE_PERSECOND = 1; SCORE_LOSTHIM = 0; SCORE_ALERTED = -50; SCORE_CONCERNED = 0; MAX_TREASURES = 384; TREASURE_SHEET_WIDTH = 16; STEAL_DISTANCE = 16;