diff --git a/src/samples/floors/floors.cpp b/src/samples/floors/floors.cpp index bbc7003..6ca606a 100644 --- a/src/samples/floors/floors.cpp +++ b/src/samples/floors/floors.cpp @@ -14,7 +14,7 @@ // Constructors/Destructors // ---- -const u8 FLOORS_COUNT = 64; // Temp change it also in floor_manager.hpp +const u8 FLOORS_COUNT = 144; // Temp change it also in floor_manager.hpp Floors::Floors(Engine *t_engine) : engine(t_engine), floorManager(FLOORS_COUNT), camera(&t_engine->screen) diff --git a/src/samples/floors/managers/floor_manager.cpp b/src/samples/floors/managers/floor_manager.cpp index 3b9cb96..0265b17 100644 --- a/src/samples/floors/managers/floor_manager.cpp +++ b/src/samples/floors/managers/floor_manager.cpp @@ -77,7 +77,7 @@ void FloorManager::calcSpiral(int X, int Y) void FloorManager::initFloors() { PRINT_LOG("Initializing floors"); - floors[0].mesh.loadObj("floor/", "floor", 2.0F, false); + floors[0].mesh.loadObj("floor/", "floor", 3.0F, false); floors[0].mesh.shouldBeFrustumCulled = true; floors[0].mesh.shouldBeLighted = true; for (u8 i = 1; i < floorAmount; i++) diff --git a/src/samples/floors/managers/floor_manager.hpp b/src/samples/floors/managers/floor_manager.hpp index a6033a2..bd11897 100644 --- a/src/samples/floors/managers/floor_manager.hpp +++ b/src/samples/floors/managers/floor_manager.hpp @@ -26,7 +26,7 @@ class FloorManager public: FloorManager(int t_floorAmount); ~FloorManager(); - Floor floors[64]; // Temp change it also in floors.cpp + Floor floors[144]; // Temp change it also in floors.cpp u32 floorAmount; void update(Player &t_player); void onAudioTick(); diff --git a/src/samples/floors/objects/floor.cpp b/src/samples/floors/objects/floor.cpp index f742583..7da6c79 100644 --- a/src/samples/floors/objects/floor.cpp +++ b/src/samples/floors/objects/floor.cpp @@ -45,8 +45,8 @@ void Floor::init(const Mesh &mother, const Point &spiral, const u8 &initOffset) this->mesh.shouldBeLighted = true; this->mesh.shouldBeFrustumCulled = true; this->animDirection = 0; - this->mesh.position.x = spiral.x * 40.0F; - this->mesh.position.z = spiral.y * 40.0F; + this->mesh.position.x = spiral.x * 80.0F; + this->mesh.position.z = spiral.y * 80.0F; } /** Check and update animation direction and position diff --git a/src/samples/floors/objects/player.cpp b/src/samples/floors/objects/player.cpp index 3587604..10934ba 100644 --- a/src/samples/floors/objects/player.cpp +++ b/src/samples/floors/objects/player.cpp @@ -50,6 +50,11 @@ void Player::update(Pad &pad, Camera &camera, FloorManager &floorManager) { this->updatePosition(pad, camera, floorManager); this->updateGravity(pad, floorManager); + if (mesh.position.y < -60.0F) + { + mesh.position.y = 60.0F; + velocity = 0; + } } /** Move player when pad move buttons are pressed and is not blocked by any floor side */