Завершить инженерный кандидат Stage 5
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package com.projectsacrifice.game;
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/** Immutable release-tuned physics constants shared by realtime and deterministic automation. */
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public final class PhysicsConfig {
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private static final PhysicsConfig RELEASE = new PhysicsConfig(
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1, 1f / 60f, 1_800f, 370f, 880f,
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0.13f, 0.14f, 0.78f, 16);
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private final int version;
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private final float fixedStepSeconds;
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private final float gravity;
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private final float runSpeed;
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private final float jumpSpeed;
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private final float coyoteSeconds;
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private final float jumpBufferSeconds;
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private final float respawnSeconds;
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private final int maximumBodies;
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private PhysicsConfig(int version, float fixedStepSeconds, float gravity,
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float runSpeed, float jumpSpeed, float coyoteSeconds,
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float jumpBufferSeconds, float respawnSeconds,
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int maximumBodies) {
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this.version = version;
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this.fixedStepSeconds = fixedStepSeconds;
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this.gravity = gravity;
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this.runSpeed = runSpeed;
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this.jumpSpeed = jumpSpeed;
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this.coyoteSeconds = coyoteSeconds;
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this.jumpBufferSeconds = jumpBufferSeconds;
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this.respawnSeconds = respawnSeconds;
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this.maximumBodies = maximumBodies;
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}
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public static PhysicsConfig release() { return RELEASE; }
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public int version() { return version; }
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public float fixedStepSeconds() { return fixedStepSeconds; }
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public float gravity() { return gravity; }
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public float runSpeed() { return runSpeed; }
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public float jumpSpeed() { return jumpSpeed; }
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public float coyoteSeconds() { return coyoteSeconds; }
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public float jumpBufferSeconds() { return jumpBufferSeconds; }
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public float respawnSeconds() { return respawnSeconds; }
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public int maximumBodies() { return maximumBodies; }
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}
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