PCG-FPS
v2 m0.22.4
Simple First Person Shooter with Procedurally Generated Level
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#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... | |
#define LOGSIZE 1024 |
size of log from OpenGL Error Messages
#define NUM_ROOMS 10 |
Number of Rooms to be generated.