Lots of fixes. 2 BUGS FOUND (read)
Added white border to flag sprite. Removed debug.log testing code. Fixed hat respawn bug. Positioned all flags/end zones in every map properly. Extensively tested each gamemode with 3 players and found 2 bugs I cannot seem to fix. First bug I found is the Win Screen that displays during FreeForAll always only shows Player 1 as the winner, regardless of the actual winner. The Win Screen fails to update to the proper player and color after a player wins. This only happens while playing FreeForAll, on any map other than Clouds. The Clouds map, and every other gamemode and map combination works just fine. The second bug I found could be considered a feature if we wanted. During a Keep Away game, when the Hat is inactive for too long, it appears to spaz over the screen for a second right before respawning. I'm not sure if this is an animation bug or a spawnpoint bug in the code. Other than these two bugs, every map has been extensively tested and tweaked to work properly for every gamemode.
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m_Name: Obstacle Course End
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@@ -168,18 +169,6 @@ BoxCollider2D:
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@@ -1296,6 +1296,7 @@ PrefabInstance:
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@@ -2744,11 +2744,11 @@ MonoBehaviour:
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players\nKeep away map\n#Join screen titles\n#Implement music\n#Mountain music\n#Make
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city playable\n#One way platform mountain\nLeaderboard scaling city obstacle
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course\n#Get rid of placeholder start stop obstacle course\nPlatform friction\nFacing
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angle not velocity-based\nDead player constant velocity\n\n*needs help* Respawn
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after game over (ALL GAMEMODES)\n\nDylan will do:\n#Fix Time Left! text\n#Obstacle
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course end only works on correct gamemode\n#Obstacle course end for mountain\n#Correct
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angle not velocity-based\nDead player constant velocity\n\n#Respawn after game
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over (ALL GAMEMODES)\n\nDylan will do:\n#Fix Time Left! text\n#Obstacle course
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end only works on correct gamemode\n#Obstacle course end for mountain\n#Correct
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time limits for keep away maps \n#Obstacle course flag\n#Health bar persists
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after death\n\nCreate white border on hat sprite\n"
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after death\n#Create white border on hat sprite\n"
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@@ -37,7 +37,7 @@ namespace Game
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if (GameManager.Instance.gameOver) GetComponent<BoxCollider2D>().enabled = false;
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if (isDropped && Time.time - lastInteractionTime > respawnTime)
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{
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RespawnHat();
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StartCoroutine(RespawnHat());
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}
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}
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@@ -45,6 +45,7 @@ namespace Game
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{
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if (collision.gameObject.CompareTag("Platformer Hazard"))
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{
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isDropped = true;
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StartCoroutine(RespawnHat());
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@@ -21,7 +21,6 @@ public class RespawnOnTriggerEnter : MonoBehaviour
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{
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if (TryGetComponent(out Damageable damageable))
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{
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print("Voided out " + other.name);
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damageable.Damage(9999f);
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}
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}
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@@ -23,10 +23,8 @@ public class WinScreen : MonoBehaviour
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public void ShowWinScreen(int player)
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{
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Debug.Log($"ShowWinScreen called for Player {player}");
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if (player - 1 < 0 || player - 1 >= GameManager.playerColors.Count)
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{
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Debug.LogError("Invalid player index or playerColors not initialized.");
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return;
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}
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@@ -42,7 +40,6 @@ public class WinScreen : MonoBehaviour
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Animator animator = GetComponent<Animator>();
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if (animator == null)
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{
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Debug.LogError("Animator component missing on WinScreen.");
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return;
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}
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@@ -191,7 +191,7 @@ namespace Player
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/// </summary>
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public void HandleDeath()
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{
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print("Player " + gameObject.name + " died");
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print("Player " + gameObject.name + " died");
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GameManager.Instance.PlayerDied(this);
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animator.SetBool("die", false);
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dying = false;
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