| 
    PCG-FPS
    v2 m0.22.4
    
   Simple First Person Shooter with Procedurally Generated Level 
   | 
 
Namespaces | |
| Collision | |
| Game | |
| Renderer | |
Classes | |
| class | Settings | 
| managing and handling of settings for program  More... | |
Enumerations | |
| enum | CollisionCategory {  CollisionCategory::WALL = 1, CollisionCategory::TARGET = 2, CollisionCategory::PLAYER = 4, CollisionCategory::START = 8, CollisionCategory::STARTLINE = 16, 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... | |
Functions | |
| static std::string | GetAssetPath (std::string file) | 
| helper function got get the complete path of a given file in assets folder since the place of the exe-file is unknow at compile time, call it at runtime and add relative path to assets  More... | |
Variables | |
| constexpr float | RP3D_DEFAULT_COLLISION_WALL_THICKNESS = 0.05f | 
| default thickness of collision boxes on walls  More... | |
| constexpr float | RP3D_DEFAULT_RAYCAST_LENGHT = 25.0f | 
| length of a raycst for RP3D  More... | |
| constexpr glm::vec3 | 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 | 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 | RENDER_HIT_COLOR = glm::vec3(1.0f, 0.0f, 0.0f) | 
| Color of hit visualization.  More... | |
| const uint32_t | SHADOW_WIDTH = 1024 | 
| width of shadow map  More... | |
| const uint32_t | SHADOW_HEIGHT = 1024 | 
| heigt of shadow map  More... | |
      
  | 
  strong | 
      
  | 
  static | 
helper function got get the complete path of a given file in assets folder since the place of the exe-file is unknow at compile time, call it at runtime and add relative path to assets
| file | relative path to file requested | 
      
  | 
  constexpr | 
Color of hit visualization.
      
  | 
  constexpr | 
Color used to render a target (of non other is specified or textures used)
      
  | 
  constexpr | 
Color added to a target once it is hit.
      
  | 
  constexpr | 
default thickness of collision boxes on walls
      
  | 
  constexpr | 
length of a raycst for RP3D
| const uint32_t skr::fps2::SHADOW_HEIGHT = 1024 | 
heigt of shadow map
| const uint32_t skr::fps2::SHADOW_WIDTH = 1024 | 
width of shadow map
 1.8.18