Player movement tweaks, bugfxes; Docs
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m_text: "User gude in game\nMore comments on the code?\nReset confirmation\n#Player
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Join screen update (clarify map select)\nSound effects in game\n#Player card
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players\nKeep away map\n#Join screen titles\n#Implement music\n#Mountain music\nMake
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city playable\nOne way platform mountain\nLeaderboard scaling city obstacle course\nGet
|
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rid of placeholder start stop obstacle course\nPlatform friction\nFacing angle
|
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not velocity-based\nDead player constant velocity\n\nDylan will do:\nFix Time
|
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Left! text\nObstacle course end only works on correct gamemode\nObstacle course
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end for mountain\nCorrect time limits for keep away maps\nRespawn after game
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over (keep away)\n\nWill try to complete: \nObstacle course flag\nHealth bar
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persists after death\n"
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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\nDylan will do:\nFix
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Time Left! text\nObstacle course end only works on correct gamemode\nObstacle
|
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course end for mountain\nCorrect time limits for keep away maps\nRespawn after
|
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game over (keep away)\n\nWill try to complete: \nObstacle course flag\nHealth
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transform.position = points[startPoint].position;
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}
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void Update()
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if (Vector2.Distance(transform.position, points[i].position) < 0.02f)
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if (TryGetComponent(out Damageable damageable))
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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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//if (GameManager.Instance.gameOver) return; // Prevent damage after game is over
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else
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{
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else
|
||||
animationPlayer.SetState(AnimationPlayer.AnimationState.Idle);
|
||||
}
|
||||
|
||||
if (body.linearVelocityX < -0.1f)
|
||||
animationPlayer.backwards = true;
|
||||
else if (body.linearVelocityX > 0.1f)
|
||||
animationPlayer.backwards = false;
|
||||
if (true)
|
||||
{
|
||||
if (virtualAxisX < -0.01f)
|
||||
animationPlayer.backwards = true;
|
||||
else if (virtualAxisX > 0.01f)
|
||||
animationPlayer.backwards = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (body.linearVelocityX < -0.1f)
|
||||
animationPlayer.backwards = true;
|
||||
else if (body.linearVelocityX > 0.1f)
|
||||
animationPlayer.backwards = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void Land() // Stops jumping when player lands
|
||||
|
||||
Reference in New Issue
Block a user