increased floors count, added gaps
This commit is contained in:
@@ -14,7 +14,7 @@
|
|||||||
// Constructors/Destructors
|
// 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)
|
Floors::Floors(Engine *t_engine)
|
||||||
: engine(t_engine), floorManager(FLOORS_COUNT), camera(&t_engine->screen)
|
: engine(t_engine), floorManager(FLOORS_COUNT), camera(&t_engine->screen)
|
||||||
|
|||||||
@@ -77,7 +77,7 @@ void FloorManager::calcSpiral(int X, int Y)
|
|||||||
void FloorManager::initFloors()
|
void FloorManager::initFloors()
|
||||||
{
|
{
|
||||||
PRINT_LOG("Initializing floors");
|
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.shouldBeFrustumCulled = true;
|
||||||
floors[0].mesh.shouldBeLighted = true;
|
floors[0].mesh.shouldBeLighted = true;
|
||||||
for (u8 i = 1; i < floorAmount; i++)
|
for (u8 i = 1; i < floorAmount; i++)
|
||||||
|
|||||||
@@ -26,7 +26,7 @@ class FloorManager
|
|||||||
public:
|
public:
|
||||||
FloorManager(int t_floorAmount);
|
FloorManager(int t_floorAmount);
|
||||||
~FloorManager();
|
~FloorManager();
|
||||||
Floor floors[64]; // Temp change it also in floors.cpp
|
Floor floors[144]; // Temp change it also in floors.cpp
|
||||||
u32 floorAmount;
|
u32 floorAmount;
|
||||||
void update(Player &t_player);
|
void update(Player &t_player);
|
||||||
void onAudioTick();
|
void onAudioTick();
|
||||||
|
|||||||
@@ -45,8 +45,8 @@ void Floor::init(const Mesh &mother, const Point &spiral, const u8 &initOffset)
|
|||||||
this->mesh.shouldBeLighted = true;
|
this->mesh.shouldBeLighted = true;
|
||||||
this->mesh.shouldBeFrustumCulled = true;
|
this->mesh.shouldBeFrustumCulled = true;
|
||||||
this->animDirection = 0;
|
this->animDirection = 0;
|
||||||
this->mesh.position.x = spiral.x * 40.0F;
|
this->mesh.position.x = spiral.x * 80.0F;
|
||||||
this->mesh.position.z = spiral.y * 40.0F;
|
this->mesh.position.z = spiral.y * 80.0F;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Check and update animation direction and position
|
/** Check and update animation direction and position
|
||||||
|
|||||||
@@ -50,6 +50,11 @@ void Player::update(Pad &pad, Camera &camera, FloorManager &floorManager)
|
|||||||
{
|
{
|
||||||
this->updatePosition(pad, camera, floorManager);
|
this->updatePosition(pad, camera, floorManager);
|
||||||
this->updateGravity(pad, 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 */
|
/** Move player when pad move buttons are pressed and is not blocked by any floor side */
|
||||||
|
|||||||
Reference in New Issue
Block a user