refactor #2
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@@ -67,15 +67,4 @@ void Camera::followBy(Mesh &t_mesh)
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position.x = unitCirclePosition.x + t_mesh.position.x;
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position.y = unitCirclePosition.y + t_mesh.position.y;
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position.z = unitCirclePosition.z + t_mesh.position.z;
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if (position.x > (-0.04F * verticalLevel) &&
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position.x < 0.0F &&
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position.z > (0.998F * verticalLevel))
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{
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// TODO
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// position.x = 0.0F;
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// position.y = 0.0F;
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// position.z = 0.0F;
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// horizontalLevel = 0.0F;
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}
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}
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@@ -37,11 +37,6 @@ Floor::~Floor() {}
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// Methods
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// ----
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/** Init floor position and animation timer position
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* @param spec pointer to 3D object specification
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* @param spiral Spiral position
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* @param initOffset Number of floor (index)
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*/
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void Floor::init(const Mesh &mother, const Point &spiral, const u8 &initOffset)
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{
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this->mesh.position.set(0.00F, -10.00F, 0.00F);
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@@ -64,7 +64,6 @@ Player::~Player()
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// Methods
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// ----
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/** Update player position and control gravity */
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void Player::update(const Pad &t_pad, const Camera &t_camera, const FloorManager &floorManager, Enemy &enemy)
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{
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Vector3 *nextPos = getNextPosition(t_pad, t_camera);
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@@ -106,7 +105,6 @@ Vector3 *Player::getNextPosition(const Pad &t_pad, const Camera &t_camera)
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return result;
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}
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/** Move player when pad move buttons are pressed and is not blocked by any floor side */
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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)
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{
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if (t_pad.rJoyH >= 200)
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@@ -203,10 +201,6 @@ void Player::updateGravity(FloorsCheck *t_floorsCheck)
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}
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}
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// ---
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// Private
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// ---
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FloorsCheck *Player::checkFloors(const FloorManager &t_floorManager, const Vector3 &t_nextPos)
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{
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FloorsCheck *result = new FloorsCheck;
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