package lib import "image/color" const ( // Logical screen matches the bezel artwork (assets/background.png) 1:1. ScreenW = 1200 ScreenH = 896 // Game world is rendered to this offscreen, then scaled into the LCD cutout. LcdW = 240 LcdH = 136 // Olive LCD screen rectangle within the bezel image (measured from the PNG). LcdScreenX = 331 LcdScreenY = 203 LcdScreenW = 537 LcdScreenH = 399 LaneCount = 5 HorizonY = 28.0 HorizonX = 120.0 PlayerY = 116.0 MaxMiss = 3 ) var LaneX = [LaneCount]float32{40, 80, 120, 160, 200} // How the LcdW×LcdH world maps onto the bezel's LCD cutout (uniform fit, centered). var ( LcdScale = float64(LcdScreenW) / float64(LcdW) LcdDrawX = float64(LcdScreenX) LcdDrawY = float64(LcdScreenY) + (float64(LcdScreenH)-float64(LcdH)*LcdScale)/2 ) // LCD palette — ColorBg matches the bezel's printed screen olive so the // letterboxed margins blend into the case art. var ( ColorBg = color.RGBA{0xbf, 0xc2, 0xa3, 0xff} ColorFg = color.RGBA{0x1a, 0x1c, 0x2c, 0xff} ColorDim = color.RGBA{0x6a, 0x76, 0x6e, 0xff} )