0.1, Mf::Timer::REPEAT);
mState.heroine = Heroine::alloc();
- mState.heroine->animation.startSequence("GreenDiamond");
+ mState.heroine->animation.startSequence("FlyDiagonallyUp");
Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
mState.interp.init(a, 5.0, Mf::Interpolator::OSCILLATE);
mState.scene->checkForCollision(*mState.heroine);
mState.camera.setPosition(Mf::Vector3(-mState.heroine->getState().position[0],
- -mState.heroine->getState().position[1], -6));
+ -mState.heroine->getState().position[1], -8));
//mState.camera.lookAt(Mf::promote(mState.heroine->getState().position));
mRay.point = mState.heroine->getState().position;
{
hits.front().normal.normalize();
mRay.solve(point, hits.front().distance);
- Mf::logInfo << "scene: d = " << hits.front().distance << std::endl;
- Mf::logInfo << " P = " << point << std::endl;
- Mf::logInfo << " n = " << hits.front().normal << std::endl;
+ //Mf::logInfo << "scene: d = " << hits.front().distance << std::endl;
+ //Mf::logInfo << " P = " << point << std::endl;
+ //Mf::logInfo << " n = " << hits.front().normal << std::endl;
}
}
void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
{
- mState.camera.setProjection(cml::rad(60.0), width / height, 1.0, 200.0);
+ mState.camera.setProjection(cml::rad(45.0), width / height, 1.0, 200.0);
}