diff --git a/src/samples/floors/camera.cpp b/src/samples/floors/camera.cpp index b9c583e..56c4aa1 100644 --- a/src/samples/floors/camera.cpp +++ b/src/samples/floors/camera.cpp @@ -67,15 +67,4 @@ void Camera::followBy(Mesh &t_mesh) position.x = unitCirclePosition.x + t_mesh.position.x; position.y = unitCirclePosition.y + t_mesh.position.y; position.z = unitCirclePosition.z + t_mesh.position.z; - - if (position.x > (-0.04F * verticalLevel) && - position.x < 0.0F && - position.z > (0.998F * verticalLevel)) - { - // TODO - // position.x = 0.0F; - // position.y = 0.0F; - // position.z = 0.0F; - // horizontalLevel = 0.0F; - } } diff --git a/src/samples/floors/objects/floor.cpp b/src/samples/floors/objects/floor.cpp index ac859b8..61662f4 100644 --- a/src/samples/floors/objects/floor.cpp +++ b/src/samples/floors/objects/floor.cpp @@ -37,11 +37,6 @@ Floor::~Floor() {} // Methods // ---- -/** Init floor position and animation timer position - * @param spec pointer to 3D object specification - * @param spiral Spiral position - * @param initOffset Number of floor (index) - */ void Floor::init(const Mesh &mother, const Point &spiral, const u8 &initOffset) { this->mesh.position.set(0.00F, -10.00F, 0.00F); diff --git a/src/samples/floors/objects/player.cpp b/src/samples/floors/objects/player.cpp index a79a833..6d6ae79 100644 --- a/src/samples/floors/objects/player.cpp +++ b/src/samples/floors/objects/player.cpp @@ -64,7 +64,6 @@ Player::~Player() // Methods // ---- -/** Update player position and control gravity */ void Player::update(const Pad &t_pad, const Camera &t_camera, const FloorManager &floorManager, Enemy &enemy) { Vector3 *nextPos = getNextPosition(t_pad, t_camera); @@ -106,7 +105,6 @@ Vector3 *Player::getNextPosition(const Pad &t_pad, const Camera &t_camera) return result; } -/** Move player when pad move buttons are pressed and is not blocked by any floor side */ void Player::updatePosition(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const FloorsCheck &t_floorsCheck, const Vector3 &t_nextPos, Enemy &enemy) { if (t_pad.rJoyH >= 200) @@ -203,10 +201,6 @@ void Player::updateGravity(FloorsCheck *t_floorsCheck) } } -// --- -// Private -// --- - FloorsCheck *Player::checkFloors(const FloorManager &t_floorManager, const Vector3 &t_nextPos) { FloorsCheck *result = new FloorsCheck;