PCG-FPS
v2 m0.22.4
Simple First Person Shooter with Procedurally Generated Level
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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... | |
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strong |
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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 |
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constexpr |
Color of hit visualization.
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constexpr |
Color used to render a target (of non other is specified or textures used)
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constexpr |
Color added to a target once it is hit.
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constexpr |
default thickness of collision boxes on walls
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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