Changed: Dolphin sample FOV is now 75.F, zoomed in the camera, increased the distance for collectibles pickup.
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@@ -16,7 +16,7 @@ const float CAMERA_Y = 15.0F;
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Camera::Camera(ScreenSettings *t_screen) : CameraBase(t_screen, &position, &up)
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Camera::Camera(ScreenSettings *t_screen) : CameraBase(t_screen, &position, &up)
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{
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{
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verticalLevel = 80.0F;
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verticalLevel = 30.0F;
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up.x = 0.0F;
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up.x = 0.0F;
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up.y = 1.0F;
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up.y = 1.0F;
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up.z = 0.0F;
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up.z = 0.0F;
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@@ -113,7 +113,7 @@ void Dolphin::onUpdate()
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{
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{
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Vector3 vecDist = oysters[i].mesh.position - player.mesh.position;
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Vector3 vecDist = oysters[i].mesh.position - player.mesh.position;
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float dist = Math::sqrt(vecDist.x + vecDist.y + vecDist.z);
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float dist = Math::sqrt(vecDist.x + vecDist.y + vecDist.z);
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if (dist < 2 && player.getIsJumping() && oysters[i].isActive())
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if (dist < 2.5F && player.getIsJumping() && oysters[i].isActive())
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{
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{
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printf("Pickup %d Dist %d\n", i, dist);
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printf("Pickup %d Dist %d\n", i, dist);
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oysters[i].setActive(false);
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oysters[i].setActive(false);
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@@ -13,6 +13,7 @@
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int main()
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int main()
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{
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{
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Engine engine = Engine();
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Engine engine = Engine();
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engine.screen.fov = 75.F;
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Dolphin game = Dolphin(&engine);
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Dolphin game = Dolphin(&engine);
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game.engine->init(&game, 128);
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game.engine->init(&game, 128);
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SleepThread();
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SleepThread();
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