#include <SFML/Graphics/Color.hpp>
#include <array>
#include "engine/component.h"
#include "engine/entity.h"
#include "graphics/color.h"
#include "maths/angle.h"
#include "maths/vec2.h"
Go to the source code of this file.
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using | game::PlayerNumber = std::uint8_t |
| | PlayerNumber is a type used to define the number of the player. Starting from 0 to maxPlayerNmb.
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using | game::Frame = std::uint32_t |
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using | game::PlayerInput = std::uint8_t |
| | PlayerInput is a type defining the input data from a player.
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| enum class | game::ClientId : std::uint16_t |
| | ClientId is a type used to define the client identification. It is given by the server to clients.
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| enum class | ComponentType : core::EntityMask {
PLAYER_CHARACTER = static_cast<core::EntityMask>(core::ComponentType::OTHER_TYPE)
, BULLET = static_cast<core::EntityMask>(core::ComponentType::OTHER_TYPE) << 1u
, ASTEROID = static_cast<core::EntityMask>(core::ComponentType::OTHER_TYPE) << 2u
, PLAYER_INPUT = static_cast<core::EntityMask>(core::ComponentType::OTHER_TYPE) << 3u
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DESTROYED = static_cast<core::EntityMask>(core::ComponentType::OTHER_TYPE) << 4u
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| enum | PlayerInput : std::uint8_t {
NONE = 0u
, UP = 1u << 0u
, DOWN = 1u << 1u
, LEFT = 1u << 2u
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RIGHT = 1u << 3u
, SHOOT = 1u << 4u
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constexpr auto | game::INVALID_PLAYER = std::numeric_limits<PlayerNumber>::max() |
| | INVALID_PLAYER is an integer constant that defines an invalid player number.
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constexpr auto | game::INVALID_CLIENT_ID = ClientId{ 0 } |
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constexpr std::uint32_t | game::maxPlayerNmb = 2 |
| | mmaxPlayerNmb is a integer constant that defines the maximum number of player per game
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constexpr short | game::playerHealth = 5 |
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constexpr float | game::playerSpeed = 1.0f |
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constexpr core::Degree | game::playerAngularSpeed = core::Degree(90.0f) |
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constexpr float | game::playerShootingPeriod = 0.3f |
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constexpr float | game::bulletSpeed = 2.0f |
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constexpr float | game::bulletScale = 0.2f |
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constexpr float | game::bulletPeriod = 3.0f |
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constexpr float | game::playerInvincibilityPeriod = 1.5f |
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constexpr float | game::invincibilityFlashPeriod = 0.5f |
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constexpr std::size_t | game::windowBufferSize = 5u * 50u |
| | windowBufferSize is the size of input stored by a client. 5 seconds of frame at 50 fps
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constexpr long long | game::startDelay = 3000 |
| | startDelay is the delay to wait before starting a game in milliseconds
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constexpr std::size_t | game::maxInputNmb = 50 |
| | maxInputNmb is the number of inputs stored into an PlayerInputPacket
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constexpr float | game::fixedPeriod = 0.02f |
| | fixedPeriod is the period used in seconds to start a new FixedUpdate method in the game::GameManager
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| constexpr std::array< core::Color, std::max(4u, maxPlayerNmb)> | game::playerColors |
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| constexpr std::array< core::Vec2f, std::max(4u, maxPlayerNmb)> | game::spawnPositions |
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| constexpr std::array< core::Degree, std::max(4u, maxPlayerNmb)> | game::spawnRotations |
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◆ playerColors
| constexpr std::array<core::Color, std::max(4u, maxPlayerNmb)> game::playerColors |
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constexpr |
Initial value:{
core::Color::red(),
core::Color::blue(),
core::Color::yellow(),
core::Color::cyan()
}
◆ spawnPositions
| constexpr std::array<core::Vec2f, std::max(4u, maxPlayerNmb)> game::spawnPositions |
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constexpr |
Initial value:{
}
Vec2f is a utility class that represents a mathematical 2d vector.
Definition: vec2.h:12
◆ spawnRotations
| constexpr std::array<core::Degree, std::max(4u, maxPlayerNmb)> game::spawnRotations |
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constexpr |
Initial value:{
}
Degree is an utility class that describes degree angles (0 to 360). It can be easily converted to Rad...
Definition: angle.h:56