Beispiel #1
0
    /**
     * this function checks if the score earned on this level this time is the highest score EVER
     */
    void saveHighScore()
    {
        prevHighScore = PlayerPrefs.GetInt("Mouth" + (level.getLevel() - 1));           // get the old saved high score

        // check if high score
        if (prevHighScore < numStars)
        {
            // if it is the high score save it
            prevHighScore = numStars;
            PlayerPrefs.SetInt("Mouth" + (level.getLevel() - 1), numStars); // save the score
            PlayerPrefs.Save();                                             // needs to be called to write the data to disk
        }
    }
Beispiel #2
0
    /**
     * Draws the background image for the mouth loading screen
     */
    void OnGUI()
    {
        counter = GameObject.Find("MouthChooseBackground");                             // find the reference to the mouth background choser
        level   = counter.GetComponent <MouthLoadLevelCounter> ();                      // get the current level from the counter

        // draw the proper level load screen to take up the entiere screen
        GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height),
                        backgrounds [Mathf.Clamp(level.getLevel() - 1, 0, level.getMaxLevels())]);
    }
Beispiel #3
0
    public bool end = false;                                    //!< flag to indicate whether we are at the end of the script

    /**
     * Use this for initialization
     * Verifies the level was loaded correctly and if not reloads it.
     * Starts loading from script/debugger.
     */
    void Start()
    {
        level = null;                   // set the MouthLoadLevelCounter to null to begin with

        // find the reference to the mouth debugger
        debugConfig = GameObject.Find("Debugger").GetComponent <EsophagusDebugConfig>();
        if (debugConfig == null)                // if we are starting the game directly we need to add debugger
        {
            debugConfig = gameObject.AddComponent <EsophagusDebugConfig>() as EsophagusDebugConfig;
        }

        // find the background chooser
        GameObject chooseBackground = GameObject.Find("MouthChooseBackground");

        if (chooseBackground != null)           // if we did find the background chooser, get the level from it
        {
            level = chooseBackground.GetComponent <MouthLoadLevelCounter>();
        }
        else           // in this case we started the game load game properly
        {
            // this will cause the mouth game to be properly loaded from level 1
            PlayerPrefs.SetInt("DesiredMouthLevel", 1);
            PlayerPrefs.Save();
            Application.LoadLevel("LoadLevelMouth");
        }

        // we also need to find the references to the flaps
        GameObject flaps = GameObject.Find("Flaps"); // find the reference to the flaps

        flap = flaps.GetComponent <openFlap>();      // get the openFlap script from the flaps

        if (level != null)                           // guard for if level was null since this will still execute before the reloading from level 1
        {
            // finally load the script
            loadScript = new LoadScriptMouth();                                 // create a new script loader
            waves      = loadScript.loadMouthLevel(level.getLevel());           // load the proper script to the level and store data

            // begin parsing the data
            currentWave          = 0;                                           // reset the current wave counter to 0
            waveDelay            = waves[0].startDelay;                         // get the waveDelay for the current wave
            waveTime             = waves[0].runTime;                            // get the waveTime for the current wave
            SpawnInterval        = waves[0].foodSpawnInterval;                  // get the spawnInterval for the current wave
            speed                = waves[0].foodSpeed;                          // get the foodSpped for the current wave
            m_TimeSinceLastSpawn = 0f;                                          // reset the time since last spawn to 0
        }
    }