export const COLORS = { grid: '#2d2d2d', walls: '#2d2d2d', exit: 'teal', diamond: 'gold', pentagon: 'blueviolet', player: 'rgba(0, 237, 209, ', enemy: 'rgba(255, 155, 28, ', boss: 'rgba(255, 14, 0, ', combatDotPlayer: '#00edd1', combatDotEnemy: '#ff731c', combatDotBoss: '#b70030' }; export const CONFIG = { GRID_SIZE: 6, // 6 is about the smallest allowable level size before the path finding algorithms start to break PLAYER_HEALTH: 12, PLAYER_MAX_HEALTH: 16, PLAYER_BASE_DAMAGE: 1, ENEMY_CHASE_DISTANCE: 4, ENEMY_BOSS_OCCURRENCE: 10, MIN_ENEMIES_ON_LEVEL: 1, MAX_ENEMIES_ON_LEVEL: 4, MIN_ENEMY_HEALTH: 2, MAX_ENEMY_HEALTH: 7, MIN_ROOM_SIZE: 4, WALLS_MIN: 7, WALLS_MAX: 20, ITEMS_MIN: 1, ITEMS_MAX: 3, DOTS_PER_HIT: 7 }; const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const tileSize = canvas.width / CONFIG.GRID_SIZE; export const CANVAS = { ctx, canvas, tileSize, updateTileSize() { return canvas.width / CONFIG.GRID_SIZE; } };