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m_text: "Needs work:\nReset confirmation\nSound effects in game\nPlatform friction\nFacing - angle not velocity-based\nDead player constant velocity\n\nComplete:\n#Player - Join screen update (clarify map select)\n#Player card players\n#Join screen titles\n#Implement - music\n#Mountain music\n#Make city playable\n#One way platform mountain\n#Get - rid of placeholder start stop obstacle course\n#Respawn after game over (ALL - GAMEMODES)\n#Fix Time Left! text\n#Obstacle course end only works on correct - gamemode\n#Obstacle course end for mountain\n#Correct time limits for keep away - maps \n#Obstacle course flag\n#Health bar persists after death\n#Create white - border on hat sprite\n#Leaderboard scaling city obstacle course\n#Keep away map\n#User - guide in game\n#More comments on the code\n" + m_text: 'Needs work: + + Reset confirmation' m_isRightToLeft: 0 m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} diff --git a/Assets/Scripts/Game/GameManager.cs b/Assets/Scripts/Game/GameManager.cs index 6365b6d..dd2d2b4 100644 --- a/Assets/Scripts/Game/GameManager.cs +++ b/Assets/Scripts/Game/GameManager.cs @@ -231,7 +231,14 @@ namespace Game { foreach (GameObject player in players) { - player.transform.position = spawnPosition; + if (obstacleCourseSpawnPosition == Vector2.zero) + { + obstacleCourseSpawnPosition = spawnPosition + (offset * players.IndexOf(player) * Vector2.right); + } + else + { + player.transform.position = obstacleCourseSpawnPosition + (offset * players.IndexOf(player) * Vector2.right); + } player.GetComponent().lives = 0; } } @@ -280,7 +287,15 @@ namespace Game RespawnOnTriggerEnter respawnScript = player.GetComponent(); if (respawnScript != null) { - player.transform.position = respawnScript.spawnPoint; + //player.transform.position = respawnScript.spawnPoint; + if (GameManager.gameMode == GameMode.obstacleCourse) + { + player.transform.position = obstacleCourseSpawnPosition + (offset * players.IndexOf(player) * Vector2.right); + } + else + { + player.transform.position = spawnPosition + (offset * players.IndexOf(player) * Vector2.right); + } player.GetComponent().ResetDamage(); player.GetComponent().Respawn(); } diff --git a/Assets/Scripts/Player/Damageable.cs b/Assets/Scripts/Player/Damageable.cs index 01faae9..30261ea 100644 --- a/Assets/Scripts/Player/Damageable.cs +++ b/Assets/Scripts/Player/Damageable.cs @@ -211,7 +211,7 @@ namespace Player /// public void Respawn() { - transform.position = GameManager.Instance.spawnPosition; + //transform.position = GameManager.Instance.spawnPosition; // Reset the player's velocity if (TryGetComponent(out var rb))