From 443b77e47a7ef3a137e39c64abb277229a665d03 Mon Sep 17 00:00:00 2001 From: drumsetmonkey Date: Tue, 8 Dec 2015 15:56:17 -0500 Subject: Sword can now kill the first entity --- doc/html/common_8h_source.html | 235 ----------------------------------------- 1 file changed, 235 deletions(-) delete mode 100644 doc/html/common_8h_source.html (limited to 'doc/html/common_8h_source.html') diff --git a/doc/html/common_8h_source.html b/doc/html/common_8h_source.html deleted file mode 100644 index ffe3473..0000000 --- a/doc/html/common_8h_source.html +++ /dev/null @@ -1,235 +0,0 @@ - - - - - - -gamedev: include/common.h Source File - - - - - - - - - - -
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common.h
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1 #ifndef COMMON_H
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2 #define COMMON_H
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3 
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4 /*
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5  * Include basic C/C++ facilities
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6 */
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7 
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8 #include <iostream>
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9 #include <cstdlib>
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10 #include <vector>
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11 #include <math.h>
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12 #include <thread>
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13 
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14 /*
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15  * Include GLEW and the SDL 2 headers
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16 */
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17 
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18 #define GLEW_STATIC
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19 #include <GL/glew.h>
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20 
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21 #include <SDL2/SDL.h>
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22 #include <SDL2/SDL_opengl.h>
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23 #include <SDL2/SDL_image.h>
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24 #include <SDL2/SDL_mixer.h>
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25 #include <string>
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26 #include <fstream>
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27 
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28 
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29 #ifdef __WIN32__
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30 typedef unsigned int uint;
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31 #undef near
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32 #endif
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33 
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34 #include <Texture.h>
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35 
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36 /*
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37  * This flag lets the compiler know that we are using shaders
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38 */
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39 
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40 #define SHADERSs
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41 
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42 /*
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43  * Create a basic 2-point structure for coordinate saving
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44 */
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45 
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46 typedef struct {
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47  float x;
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48  float y;
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49 } vec2;
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50 
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51 typedef struct {
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52  vec2 start;
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53  vec2 end;
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54 } Ray;
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55 
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56 /*
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57  * Define the game's name (displayed in the window title),
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58  * the desired window dimensions,
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59  * and whether or not we want the window to be fullscreen.
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60 */
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61 
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62 #define GAME_NAME "Independent Study v.0.4 alpha"
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63 
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64 #define SCREEN_WIDTH 1280
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65 #define SCREEN_HEIGHT 720
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66 
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67 //#define FULLSCREEN
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68 
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69 /*
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70  * Define the length of a single HLINE.
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71  *
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72  * The game has a great amount of elements that need to be drawn or detected, and having each
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73  * of them use specific hard-coded numbers would be painful to debug. As a solution, this
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74  * definition was made. Every item being drawn to the screen and most object detection/physic
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75  * handling is done based off of this number. Increasing it will give the game a zoomed-in
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76  * feel, while decreasing it will do the opposite.
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77  *
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78 */
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79 
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80 #define HLINE 3 // 3 as in 3 pixels
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81 
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82 /*
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83  * Define 'our' random number generation library. Eventually these macros will be replaced
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84  * with actual functions.
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85  *
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86 */
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87 
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88 #define initRand(s) srand(s)
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89 #define getRand() rand()
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90 
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91 /*
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92  * At the bottom of this header is the prototype for DEBUG_prints, which writes a formatted
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93  * string to the console containing the callee's file and line number. This macro simplifies
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94  * it to a simple printf call.
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95  *
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96  * DEBUG must be defined for this macro to function.
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97  *
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98 */
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99 
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100 #define DEBUG_printf( message, ...) DEBUG_prints(__FILE__, __LINE__, message, __VA_ARGS__ )
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101 
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102 
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103 #define PI 3.1415926535
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104 
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105 
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106 /*
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107  * References the variable in main.cpp, used for smoother drawing.
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108 */
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109 
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110 extern unsigned int deltaTime;
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111 
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112 /*
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113  * References the variable in main.cpp, used for drawing with the player
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114 */
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115 extern vec2 offset;
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116 
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117 extern float handAngle;
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118 
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119 extern unsigned int loops;
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120 
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121 /*
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122  * Prints a formatted debug message to the console, along with the callee's file and line
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123  * number.
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124  *
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125 */
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126 
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127 void DEBUG_prints(const char* file, int line, const char *s,...);
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128 
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129 void safeSetColor(int r,int g,int b);
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130 void safeSetColorA(int r,int g,int b,int a);
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131 
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132 #endif // COMMON_H
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Definition: common.h:46
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float y
Definition: world.h:88
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Definition: common.h:51
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