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- #ifndef _constants_h
- #define _constants_h
- #define PB_CONSTEXPR constexpr
- #define PI 3.14159265358979323846
- // Key pinout
- #define USE_INPUT_PULLUP
- #define K_LEFT 6
- #define K_RIGHT 7
- #define K_UP 8
- #define K_DOWN 3
- #define K_FIRE 10
- // SNES Controller
- // uncomment following line to enable snes controller support
- // #define SNES_CONTROLLER
- const uint8_t DATA_CLOCK = 11;
- const uint8_t DATA_LATCH = 12;
- const uint8_t DATA_SERIAL = 13;
- // Sound
- const uint8_t SOUND_PIN = 9; // do not change, belongs to used timer
- // GFX settings
- #define OPTIMIZE_SSD1306 // Optimizations for SSD1366 displays
- #define FRAME_TIME 66.666666 // Desired time per frame in ms (66.666666 is ~15 fps)
- #define RES_DIVIDER 2
- /* Higher values will result in lower horizontal resolution when rasterize and lower process and memory usage
- Lower will require more process and memory, but looks nicer
- */
- #define Z_RES_DIVIDER 2 // Zbuffer resolution divider. We sacrifice resolution to save memory
- #define DISTANCE_MULTIPLIER 20
- /* Distances are stored as uint8_t, multiplying the distance we can obtain more precision taking care
- of keep numbers inside the type range. Max is 256 / MAX_RENDER_DEPTH
- */
- #define MAX_RENDER_DEPTH 12
- #define MAX_SPRITE_DEPTH 8
- #define ZBUFFER_SIZE SCREEN_WIDTH / Z_RES_DIVIDER
- // Level
- #define LEVEL_WIDTH_BASE 6
- #define LEVEL_WIDTH (1 << LEVEL_WIDTH_BASE)
- #define LEVEL_HEIGHT 57
- #define LEVEL_SIZE LEVEL_WIDTH / 2 * LEVEL_HEIGHT
- // scenes
- #define INTRO 0
- #define GAME_PLAY 1
- // Game
- #define GUN_TARGET_POS 18
- #define GUN_SHOT_POS GUN_TARGET_POS + 4
- #define ROT_SPEED .12
- #define MOV_SPEED .2
- #define MOV_SPEED_INV 5 // 1 / MOV_SPEED
- #define JOGGING_SPEED .005
- #define ENEMY_SPEED .02
- #define FIREBALL_SPEED .2
- #define FIREBALL_ANGLES 45 // Num of angles per PI
- #define MAX_ENTITIES 10 // Max num of active entities
- #define MAX_STATIC_ENTITIES 28 // Max num of entities in sleep mode
- #define MAX_ENTITY_DISTANCE 200 // * DISTANCE_MULTIPLIER
- #define MAX_ENEMY_VIEW 80 // * DISTANCE_MULTIPLIER
- #define ITEM_COLLIDER_DIST 6 // * DISTANCE_MULTIPLIER
- #define ENEMY_COLLIDER_DIST 4 // * DISTANCE_MULTIPLIER
- #define FIREBALL_COLLIDER_DIST 2 // * DISTANCE_MULTIPLIER
- #define ENEMY_MELEE_DIST 6 // * DISTANCE_MULTIPLIER
- #define WALL_COLLIDER_DIST .2
- #define ENEMY_MELEE_DAMAGE 8
- #define ENEMY_FIREBALL_DAMAGE 20
- #define GUN_MAX_DAMAGE 20
- // display
- const uint8_t SCREEN_WIDTH = 128;
- const uint8_t SCREEN_HEIGHT = 64;
- const uint8_t HALF_WIDTH = SCREEN_WIDTH / 2;
- const uint8_t RENDER_HEIGHT = 56; // raycaster working height (the rest is for the hud)
- const uint8_t HALF_HEIGHT = SCREEN_HEIGHT / 2;
- #endif
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