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group2 0.1.0
CSE 125 Group 2
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Snapshot of game state consumed by the HUD each frame. More...
#include <HudTypes.hpp>
Public Attributes | |
| int | health = 100 |
| int | maxHealth = 100 |
| int | armor = 0 |
| int | maxArmor = 100 |
| int | ammoClip = 30 |
| int | ammoReserve = 90 |
| int | weaponId = 0 |
| float | roundTimeRemaining = 0.f |
| bool | isAlive = true |
| bool | isBuyPhase = false |
| std::span< const HudKillFeedEntry > | killFeedEvents |
| std::span< const HudDamageEvent > | damageEvents |
| std::span< const HudHitConfirm > | hitConfirms |
| std::span< const HudDamageNumber > | damageNumbers |
| Floating damage numbers to spawn this frame. | |
| HudDamageAccum | damageAccum |
| Running damage total to current target. | |
| glm::mat4 | viewProj {1.f} |
| std::span< const HudTeamMemberStatus > | allies |
| std::span< const HudTeamMemberStatus > | enemies |
| int | allyScore = 0 |
| int | enemyScore = 0 |
| float | localPlayerX = 0.f |
| float | localPlayerZ = 0.f |
| float | localPlayerYaw = 0.f |
| Player facing direction (radians, 0 = +Z, CW). | |
| std::span< const HudMinimapDot > | enemyDots |
| float | minimapWorldRange = 1000.f |
| World units visible in each direction from center. | |
| bool | tookDamage = false |
| True the frame health or armor decreased. | |
| float | damageIntensity = 0.f |
| 0..1 fraction of max-health lost this frame. | |
| bool | armorBroke = false |
| True the frame armor dropped to zero. | |
| bool | pickupAvailable = false |
| True when a pickup is currently actionable. | |
| int | pickupWeaponId = 0 |
| Mirrors WeaponType: 0=Rifle, 1=Rocket, 2=RailGun, 3=EnergyGun. | |
| float | screenW = 1280.f |
| float | screenH = 720.f |
Snapshot of game state consumed by the HUD each frame.
Filled by Game from ECS data. The HUD never imports ECS headers.
| std::span<const HudTeamMemberStatus> HudGameState::allies |
| int HudGameState::allyScore = 0 |
| int HudGameState::ammoClip = 30 |
| int HudGameState::ammoReserve = 90 |
| int HudGameState::armor = 0 |
| bool HudGameState::armorBroke = false |
True the frame armor dropped to zero.
| HudDamageAccum HudGameState::damageAccum |
Running damage total to current target.
| std::span<const HudDamageEvent> HudGameState::damageEvents |
| float HudGameState::damageIntensity = 0.f |
0..1 fraction of max-health lost this frame.
| std::span<const HudDamageNumber> HudGameState::damageNumbers |
Floating damage numbers to spawn this frame.
| std::span<const HudTeamMemberStatus> HudGameState::enemies |
| std::span<const HudMinimapDot> HudGameState::enemyDots |
| int HudGameState::enemyScore = 0 |
| int HudGameState::health = 100 |
| std::span<const HudHitConfirm> HudGameState::hitConfirms |
| bool HudGameState::isAlive = true |
| bool HudGameState::isBuyPhase = false |
| std::span<const HudKillFeedEntry> HudGameState::killFeedEvents |
| float HudGameState::localPlayerX = 0.f |
| float HudGameState::localPlayerYaw = 0.f |
Player facing direction (radians, 0 = +Z, CW).
| float HudGameState::localPlayerZ = 0.f |
| int HudGameState::maxArmor = 100 |
| int HudGameState::maxHealth = 100 |
| float HudGameState::minimapWorldRange = 1000.f |
World units visible in each direction from center.
| bool HudGameState::pickupAvailable = false |
True when a pickup is currently actionable.
| int HudGameState::pickupWeaponId = 0 |
Mirrors WeaponType: 0=Rifle, 1=Rocket, 2=RailGun, 3=EnergyGun.
| float HudGameState::roundTimeRemaining = 0.f |
| float HudGameState::screenH = 720.f |
| float HudGameState::screenW = 1280.f |
| bool HudGameState::tookDamage = false |
True the frame health or armor decreased.
| glm::mat4 HudGameState::viewProj {1.f} |
| int HudGameState::weaponId = 0 |