unleashed-firmware/applications/external/doom/constants.h

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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