PR Review: Memory de-allocation, misc. fixes.

This commit is contained in:
Foxar
2020-12-10 17:49:53 +01:00
parent 86c48eeca4
commit 4bee938106
+9 -6
View File
@@ -25,7 +25,11 @@ Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
mines = new Mine[MINES_COUNT];
}
Dolphin::~Dolphin() {}
Dolphin::~Dolphin()
{
delete[] oysters;
delete[] mines;
}
void Dolphin::onInit()
{
@@ -181,8 +185,8 @@ void Dolphin::onUpdate()
{
oysters[i].update();
Vector3 vecDist = oysters[i].mesh.position - player.mesh.position;
float dist = Math::sqrt(vecDist.x + vecDist.y + vecDist.z);
if (dist < 2.5F && player.isJumping() && oysters[i].isActive())
float dist = vecDist.length();
if (dist < 20.F && player.isJumping() && oysters[i].isActive())
{
printf("Pickup %d Dist %d\n", i, dist);
oysters[i].disappear();
@@ -196,9 +200,8 @@ void Dolphin::onUpdate()
{
mines[i].update();
Vector3 vecDist = mines[i].mesh.position - player.mesh.position;
float dist = Math::sqrt((vecDist.x * vecDist.x) +
(vecDist.y * vecDist.y) +
(vecDist.z * vecDist.z));
float dist = vecDist.length();
if (dist < 20.F && !mines[i].getExplosionTicks())
{
printf("Vecdist %f,%f,%f\n", vecDist.x, vecDist.y, vecDist.z);