Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/constants.hpp

73 lines
2.2 KiB

#pragma once
#include <string>
#include "color.hpp"
constexpr const int TEXTURE_WIDTH=256;
constexpr const int TEXTURE_HEIGHT=256;
constexpr const int RAY_VIEW_WIDTH=900;
constexpr const int RAY_VIEW_HEIGHT=600;
constexpr const int SCREEN_WIDTH=1280;
constexpr const int SCREEN_HEIGHT=720;
constexpr const int RAY_VIEW_X=(SCREEN_WIDTH - RAY_VIEW_WIDTH);
constexpr const int RAY_VIEW_Y=0;
constexpr const int BOSS_VIEW_WIDTH=1080;
constexpr const int BOSS_VIEW_HEIGHT=SCREEN_HEIGHT;
constexpr const int BOSS_VIEW_X=SCREEN_WIDTH - BOSS_VIEW_WIDTH;
constexpr const int BOSS_VIEW_Y=0;
constexpr const bool VSYNC=false;
constexpr const int FRAME_LIMIT=60;
constexpr const int NUM_SPRITES=1;
constexpr const int MAX_LOG_MESSAGES=17;
constexpr const int GUECS_PADDING = 3;
constexpr const int GUECS_BORDER_PX = 1;
constexpr const int GUECS_FONT_SIZE = 30;
const sf::Color GUECS_FILL_COLOR = ColorValue::DARK_MID;
const sf::Color GUECS_BG_COLOR = ColorValue::MID;
const sf::Color GUECS_BORDER_COLOR = ColorValue::MID;
#ifdef NDEBUG
constexpr const bool DEBUG_BUILD=false;
#else
constexpr const bool DEBUG_BUILD=true;
#endif
////////// copied from roguish
constexpr int INV_WALL = 0;
constexpr int INV_SPACE = 1;
constexpr int WALL_VALUE = 1;
constexpr int SPACE_VALUE = 0;
constexpr int WALL_PATH_LIMIT = 1000;
constexpr int WALL_LIGHT_LEVEL = 3;
constexpr int WORLDBUILD_DIVISION = 4;
constexpr int WORLDBUILD_SHRINK = 2;
constexpr int WORLDBUILD_MAX_PATH = 200;
constexpr int UI_FONT_SIZE=20;
constexpr int BASE_MAP_FONT_SIZE=80;
constexpr int GAME_MAP_PIXEL_POS = 600;
constexpr int MAX_FONT_SIZE = 140;
constexpr int MIN_FONT_SIZE = 20;
constexpr float PERCENT = 0.01f;
constexpr int STATUS_UI_X = 0;
constexpr int STATUS_UI_Y = 0;
constexpr int STATUS_UI_WIDTH = SCREEN_WIDTH - RAY_VIEW_WIDTH;
constexpr int STATUS_UI_HEIGHT = SCREEN_HEIGHT;
constexpr int COMBAT_UI_X = RAY_VIEW_X;
constexpr int COMBAT_UI_Y = RAY_VIEW_HEIGHT;
constexpr int COMBAT_UI_WIDTH = RAY_VIEW_WIDTH ;
constexpr int COMBAT_UI_HEIGHT = SCREEN_HEIGHT - RAY_VIEW_HEIGHT;
// for the panels/renderer
constexpr wchar_t BG_TILE = L'';
constexpr wchar_t UI_BASE_CHAR = L'';
constexpr int BG_BOX_OFFSET=5;
constexpr const char *FONT_FILE_NAME="./assets/text.otf";