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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}
)