// GAMESTATES enum STATE { START, SERVER, CLIENT, DEBUG, WIN, LOSS }; const int maxHealth = 50; const int MOUSE_SENS = 2; const GLfloat MOVE_SPEED = 0.05f; const GLfloat PLAYER_SIZE = 0.01f; // half of player diameter // NETWORK const int IN_OUT_BUFF_SIZE = 4096; // RENDERING const int MAX_VERTEX_BUFFER_SIZE = 1'000'000; const int MAX_INDEX_BUFFER_SIZE = 1'000'000; const int SCREEN_X = 1280, SCREEN_Y = 720; const int CenterHorizontal = SCREEN_X / 2, CenterVertical = SCREEN_Y / 2; const int VERTICES_SIZE = 24; const GLuint indices[] = { 0, 1, 2, 2, 3, 0 }; // WORLD const int mapX = 8; // map width const int mapY = 8; // map height const int mapS = mapX*mapY; // map size const int RAY_NUM = 60; // ALSO FOV const float angularSlice = 2.0f / RAY_NUM; const float tileSize = 0.05f; const int map[] = { 1,1,1,1,1,1,1,1, 1,0,0,0,0,0,0,1, 1,0,1,0,0,1,0,1, 1,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,1, 1,0,1,0,0,1,0,1, 1,0,0,0,0,0,0,1, 1,1,1,1,1,1,1,1, }; // PLAYERS constexpr int STARTING_PARAMETER_COUNT = 2; const GLfloat defaultClientPos[STARTING_PARAMETER_COUNT] = { -0.92f, 0.92f }; // x, y const GLfloat defaultServerPos[STARTING_PARAMETER_COUNT] = { -0.68f, 0.68f };