The numbers that decide how Doom moves and fights, as a Cauldron2D.Tuning. Defaults
are Doom's own; config :elixir_doom, <setting>, value moves a default, and
ElixirDoom.Game.init/1's :tuning option beats both.
Settings
:friction— the share of its speed a thing on the ground keeps each tic:gravity— units a tic a falling thing gains each tic:max_move— the fastest a thing moves, units a tic:step— the highest step a walker climbs, units:view_height— the player's eye above their feet, units:walkand:run— forward thrust a tic walking and running, units a tic:strafe_walkand:strafe_run— sideways thrust a tic:turn_slow,:turn_walkand:turn_run— radians a tic turned: for the first:slow_turn_ticsof a turn, then walking or running:max_bob— how far the view bobs while moving, units:use_range— how far a player reaches to use a switch or door, units:melee_range— how far a punch or bite reaches, units:missile_range— how far an instant-hit weapon reaches, units:weapon_speed— how fast a weapon is raised and lowered, units a tic:always_run— run without holding the run key
Summary
Functions
A tuning with overrides over the defaults.
The settings with each default taken from config where config sets one.
Functions
@spec new(keyword() | map()) :: Cauldron2D.Tuning.t()
A tuning with overrides over the defaults.
@spec spec() :: Cauldron2D.Tuning.spec()
The settings with each default taken from config where config sets one.