PCG-FPS  v2 m0.22.4
Simple First Person Shooter with Procedurally Generated Level
Namespaces | Macros | Enumerations | Variables
Definitions.h File Reference
#include "..\..\pch.h"

Go to the source code of this file.

Namespaces

 skr
 
 skr::fps2
 

Macros

#define NUM_ROOMS   10
 Number of Rooms to be generated. More...
 
#define LOGSIZE   1024
 size of log from OpenGL Error Messages More...
 

Enumerations

enum  skr::fps2::CollisionCategory {
  skr::fps2::CollisionCategory::WALL = 1, skr::fps2::CollisionCategory::TARGET = 2, skr::fps2::CollisionCategory::PLAYER = 4, skr::fps2::CollisionCategory::START = 8,
  skr::fps2::CollisionCategory::STARTLINE = 16, skr::fps2::CollisionCategory::FINISH = 32
}
 CollisionCategory collision bodys have categories, which can be used to filter collision events, eg. only trigger action if collision with a body with a specified category is registered. More...
 

Variables

constexpr float skr::fps2::RP3D_DEFAULT_COLLISION_WALL_THICKNESS = 0.05f
 default thickness of collision boxes on walls More...
 
constexpr float skr::fps2::RP3D_DEFAULT_RAYCAST_LENGHT = 25.0f
 length of a raycst for RP3D More...
 
constexpr glm::vec3 skr::fps2::RENDER_TARGET_COLOR = glm::vec3(0.0f, 1.0f, 0.0f)
 Color used to render a target (of non other is specified or textures used) More...
 
constexpr glm::vec3 skr::fps2::RENDER_TARGET_HIT_COLOR = glm::vec3(0.0f, 1.0f, 0.0f)
 Color added to a target once it is hit. More...
 
constexpr glm::vec3 skr::fps2::RENDER_HIT_COLOR = glm::vec3(1.0f, 0.0f, 0.0f)
 Color of hit visualization. More...
 
const uint32_t skr::fps2::SHADOW_WIDTH = 1024
 width of shadow map More...
 
const uint32_t skr::fps2::SHADOW_HEIGHT = 1024
 heigt of shadow map More...
 

Macro Definition Documentation

◆ LOGSIZE

#define LOGSIZE   1024

size of log from OpenGL Error Messages

◆ NUM_ROOMS

#define NUM_ROOMS   10

Number of Rooms to be generated.