Constants

ASSETS

The registry of all game assets. Covers sprites, tilemaps, audio, and anything else that needs to be loaded. Defining assets here keeps the preloader generic; it can spin through this file automatically rather than needing manual updates.

BALANCE

The master config for all game balancing. Damage multipliers, costs, difficulty scaling, and similar tuning values all live here so they can be adjusted from one place without digging through game logic.

ENTITIES

Definitions for every in-game entity. Covers stats, names, and any properties unique to their type. This is the source of truth for what an entity is before it becomes a live object in the engine.

EVENTS

A global registry of all event string keys used across the game. Keeping them here prevents naming collisions and gives a single place to see every event the system emits at a glance.

I18N

All user-facing text in the game. Anything displayed to the player should be sourced from here rather than hard-coded inline. Split into per-locale subkeys if the project grows to support multiple languages.

SETTINGS

Configuration options for a game session. Covers things like difficulty, board size, and other player selections. These are the knobs a player turns before a game begins, and the values the engine reads to initialize itself.

UI

Master UI constants. All style tokens originate here and flow into UiSizes and UiVariants. Very specific one-off values may live closer to where they are used, but anything shared or reusable should be defined here first.

UI_VARIANTS

Style variants for UI components, derived from the tokens in UI. Keys are named for their role rather than forced into generic PRIMARY/SECONDARY labels. Values map directly to component props with no further translation needed.




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