Fix reset logic to use furthest_checkpoint instead of last
parent
54d9ff1cdd
commit
2f5e46e851
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@ -10,7 +10,7 @@ onready var track = $Track
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func _ready() -> void:
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func _ready() -> void:
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reset_player_to(track.get_last_checkpoint(), player_node)
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reset_player_to(track.get_furthest_checkpoint(), player_node)
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add_child(player_node)
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add_child(player_node)
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add_child(gui)
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add_child(gui)
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var player_camera = CAMERA.instance()
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var player_camera = CAMERA.instance()
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@ -38,9 +38,9 @@ func reset_player_to(node_to_reset_to: Node, player_node: BuggedVehicle) -> void
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func _process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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if Input.is_action_just_released("reset_vehicle"):
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if Input.is_action_just_released("reset_vehicle"):
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reset_player_to(track.get_last_checkpoint(), player_node)
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reset_player_to(track.get_furthest_checkpoint(), player_node)
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func _on_ResetArea_body_entered(body: Node) -> void:
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func _on_ResetArea_body_entered(body: Node) -> void:
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if body.get_groups().has("car"):
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if body.get_groups().has("car"):
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reset_player_to(track.get_last_checkpoint(), body)
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reset_player_to(track.get_furthest_checkpoint(), body)
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@ -22,8 +22,8 @@ onready var checkpoints = $Checkpoints
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onready var path: Path = get_node(track_path)
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onready var path: Path = get_node(track_path)
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func get_last_checkpoint() -> Node:
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func get_furthest_checkpoint() -> Node:
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return checkpoints.get_child(max(0, last_checkpoint))
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return checkpoints.get_child(max(0, furthest_checkpoint))
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func _ready() -> void:
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func _ready() -> void:
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