# Screen size
S_WIDTH = 128
S_HEIGHT = 120
S_SCALE = 4

# Room Attributes
HEAT = 1
BOSS = 2
SAVE = 4
ITEM = 8
RAIN = 16
SNOW = 32

# Player states
SPIN = 1
AIR = 2
BALL = 4
HIT = 8
LIQUID = 16
FROZEN = 32
SPEED = 64
SSPARK = 128
CHARGED = 256

# Freeze types
F_SPAWN = 1
F_ELEV = 2
F_SCENE = 3
F_ICE = 4

# Block attributes
CRUMBLE = 1
BREAK = 2
BOMB = 4
MISSILE = 8
SUPER = 16
GRENADE = 32
PBOMB = 64
BOOST = 128
SCREW = 256
FAKE = 512
WATER = 1024
ACID = 2048
LAVA = 4096

# Inventory Items
I_BALL = 1
I_BOMB = 2
I_PBOMB = 4
I_MISSILE = 8
I_SUPER = 16
I_GRENADE = 32
I_CHARGE = 64
I_ICE = 128
I_SPAZER = 256
I_WAVE = 512
I_PLASMA = 1024
I_VARIA = 2048
I_GRAV = 4096
I_HIJUMP = 8192
I_SHOCK = 16384
I_MJUMP = 32768
I_SPEED = 65536

# Beams
B_ICE = 1
B_SPAZER = 2
B_WAVE = 4
B_PLASMA = 8
B_CHARGE = 16

# Beam Damage
D_NORMAL = 1
D_ICE = 2
D_SPAZER = 2
D_WAVE = 4
D_PLASMA = 4
DM_CHARGE = 1.5

# Beam coordinates
F_NORMAL = (0, 0)
F_ICE = (40, 0)
F_WAVE = (0, 16)
F_SPAZER = (40, 16)
F_PLASMA = (0, 32)

# Key States
C_LEFT = 1
C_RIGHT = 2
C_UP = 4
C_DOWN = 8
C_JUMP = 16
C_SHOOT = 32
C_SECOND = 64
C_DIAG = 128
C_PAUSE = 256
C_SELECT = 512

# Misc.
FRAME_DELAY = 3
MAX_AIRTIME = 8
GRAVITY = 0.5
NORMAL_OFFX = 8
NORMAL_OFFY = 16
NORMAL_RECT = (10, 16)
BALL_OFFX = 4
BALL_OFFY = 8
BALL_RECT = (8, 8)
SPIN_RECT = (10, 16)
COOLOFF = 6
L_SHOT = (((9, 0), (11, 2), (14, 7), (11, 10), (8, 14)), \
((7, 0), (5, 2), (2, 7), (5, 10), (8, 14)))
SCHANNELS = 5