PCG-FPS  v2 m0.22.4
Simple First Person Shooter with Procedurally Generated Level
Namespaces | Classes | Enumerations | Functions | Variables
skr::fps2 Namespace Reference

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...
 

Enumeration Type Documentation

◆ CollisionCategory

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.

Enumerator
WALL 

walls

TARGET 

targets

PLAYER 

player body

START 

start box

STARTLINE 

start line

FINISH 

finish box

Function Documentation

◆ GetAssetPath()

static std::string skr::fps2::GetAssetPath ( std::string  file)
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

Parameters
filerelative path to file requested
Returns
complete path to file requested

Variable Documentation

◆ RENDER_HIT_COLOR

constexpr glm::vec3 skr::fps2::RENDER_HIT_COLOR = glm::vec3(1.0f, 0.0f, 0.0f)
constexpr

Color of hit visualization.

◆ RENDER_TARGET_COLOR

constexpr glm::vec3 skr::fps2::RENDER_TARGET_COLOR = glm::vec3(0.0f, 1.0f, 0.0f)
constexpr

Color used to render a target (of non other is specified or textures used)

◆ RENDER_TARGET_HIT_COLOR

constexpr glm::vec3 skr::fps2::RENDER_TARGET_HIT_COLOR = glm::vec3(0.0f, 1.0f, 0.0f)
constexpr

Color added to a target once it is hit.

◆ RP3D_DEFAULT_COLLISION_WALL_THICKNESS

constexpr float skr::fps2::RP3D_DEFAULT_COLLISION_WALL_THICKNESS = 0.05f
constexpr

default thickness of collision boxes on walls

◆ RP3D_DEFAULT_RAYCAST_LENGHT

constexpr float skr::fps2::RP3D_DEFAULT_RAYCAST_LENGHT = 25.0f
constexpr

length of a raycst for RP3D

◆ SHADOW_HEIGHT

const uint32_t skr::fps2::SHADOW_HEIGHT = 1024

heigt of shadow map

◆ SHADOW_WIDTH

const uint32_t skr::fps2::SHADOW_WIDTH = 1024

width of shadow map