Cub3D
 
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Data Structures
Here are the data structures with brief descriptions:
 Cs_argsStructure to handle command-line arguments
 Cs_circleStructure used to store circle informations
 Cs_coordinatesStructure used to store the coordinates (positive only)
 Cs_dataStructure used to store the mlx and map structures
 Cs_imgStructure used to store an image (buffer that contain image, and size)
 Cs_inputStructure that handle the input of the player
 Cs_mapStructure that handle the map informations
 Cs_map_raoulStructure to handle the special map needed for rendering
 Cs_mlxStructure that handle the mlx instance
 Cs_playerStructure that handle the player information
 Cs_pos2Structure that handle positions in the map. Same as t_coordinates but with signed integers
 Cs_posvecVector implementation that stores t_pos2 objects
 Cs_raydataStructure used to store the raycasting data. It contains all the information needed to cast a ray
 Cs_settingsStructure that handle the settings of the game
 Cs_spritedataNorm-compliant multi-variable holder for math stuff
 Cs_texturesStructure that handle the textures of the game
 Cs_vec2Structure that handle vector coordinates in 2D space
 Cu_colorUnion used to store color information. It can be used to store color in RGBA format or as a separate RGB and alpha values. Used for big-endian systems