huenix
Member
I am trying to make it so a connected player spawns on an available starting spot (its a board game).
It currently works to place them at random points, but they CAN over lap players, i don't want that.
How do i remove the available spawn point after "ojb_player" is crated at x/y?
if (type == network_type_connect) {
//create a player, add the socket to the list
ds_list_add(sockets, sock)
l = ds_list_create()
n = 4 // set the number of spots
var i for (i=0; i<n; i+=1) ds_list_add(l, i)
ds_list_shuffle(l)
var i, px, py for (i=0; i<n; i+=1) {
switch ds_list_find_value(l, i) {
case 0: px = 64 py = 96 break
case 1: px = 1216 py = 96 break
case 2: px = 64 py = 896 break
case 3: px = 1216 py = 896 break
}
var p = instance_create_layer(px, py, "Instances", obj_player);
p.my_id = sock;
ds_map_add(clients, sock, p)
ready[sock] = false;
}
It currently works to place them at random points, but they CAN over lap players, i don't want that.
How do i remove the available spawn point after "ojb_player" is crated at x/y?
if (type == network_type_connect) {
//create a player, add the socket to the list
ds_list_add(sockets, sock)
l = ds_list_create()
n = 4 // set the number of spots
var i for (i=0; i<n; i+=1) ds_list_add(l, i)
ds_list_shuffle(l)
var i, px, py for (i=0; i<n; i+=1) {
switch ds_list_find_value(l, i) {
case 0: px = 64 py = 96 break
case 1: px = 1216 py = 96 break
case 2: px = 64 py = 896 break
case 3: px = 1216 py = 896 break
}
var p = instance_create_layer(px, py, "Instances", obj_player);
p.my_id = sock;
ds_map_add(clients, sock, p)
ready[sock] = false;
}