Beispiel #1
0
        public static void SaveEndWave()
        {
            WebGLJump.SaveData(SaveKeys.Money, Money.ToString());

            for (int i = 0; i < Objectives.activeTasks.Length; ++i)
            {
                WebGLJump.SaveData(SaveKeys.ObjectivesActive + i.ToString(), Objectives.activeTasks[i].ToString());
            }
            WebGLJump.SaveData(SaveKeys.ObjectivesComplete, AmountOfObjectivesComplete.ToString());

            for (int i = 0; i < BlocksLoaded.Length; ++i)
            {
                WebGLJump.SaveData(SaveKeys.BlocksLoaded + i.ToString(), BlocksLoaded[i].ToString());
            }
            for (int i = 0; i < AmmoLoaded.Length; ++i)
            {
                WebGLJump.SaveData(SaveKeys.AmmoLoaded + i.ToString(), AmmoLoaded[i].ToString());
            }

            WebGLJump.SaveData(SaveKeys.ShotsFired, ShotsFired.ToString());
            WebGLJump.SaveData(SaveKeys.TimesDefeated, TimesDefeated.ToString());
            WebGLJump.SaveData(SaveKeys.MatchStreak, MatchStreak.ToString());

            WebGLJump.SaveData(SaveKeys.DisconcertingObjectivesSeen, DisconcertingObjectivesSeen.ToString());
        }
Beispiel #2
0
        public static void LoadRemote()
        {
            Reset();

            Money       = WebGLJump.LoadData(SaveKeys.Money, 0);
            Hearts      = WebGLJump.LoadData(SaveKeys.Hearts, 2);
            Armor       = WebGLJump.LoadData(SaveKeys.Armor, 0);
            Healing     = WebGLJump.LoadData(SaveKeys.Healing, 1);
            StartOnWave = WebGLJump.LoadData(SaveKeys.StartOnWave, 0);

            for (int i = 0; i < GunOwned.Length; ++i)
            {
                GunOwned[i] = WebGLJump.LoadData(SaveKeys.GunOwned + i.ToString(), i < maxEquip);
            }
            for (int i = 0; i < GunPower.Length; ++i)
            {
                GunPower[i] = WebGLJump.LoadData(SaveKeys.GunPower + i.ToString(), 1);
            }
            for (int i = 0; i < GunEquipped.Length; ++i)
            {
                GunEquipped[i] = WebGLJump.LoadData(SaveKeys.GunEquipped + i.ToString(), i < maxEquip);
            }

            Choom.MusicVolume  = ((float)WebGLJump.LoadData(SaveKeys.MusicVolume, 75) / (float)100);
            Choom.EffectVolume = ((float)WebGLJump.LoadData(SaveKeys.EffectVolume, 75) / (float)100);

            for (int i = 0; i < Objectives.activeTasks.Length; ++i)
            {
                Objectives.activeTasks[i] = WebGLJump.LoadData(SaveKeys.ObjectivesActive + i.ToString(), 0);
            }
            AmountOfObjectivesComplete = WebGLJump.LoadData(SaveKeys.ObjectivesComplete, 0);

            int[] scores = new int[5];
            for (int i = 0; i < scores.Length; ++i)
            {
                scores[i] = WebGLJump.LoadData(SaveKeys.BestHardcoreScores + i.ToString(), 0);
            }
            BestHardcoreScores.Clear();
            for (int i = 0; i < scores.Length / 2; i++)
            {
                if (scores[i * 2] > 0)
                {
                    BestHardcoreScores.Add(new Tuple <int, int>(scores[i * 2], scores[i * 2 + 1]));
                }
            }

            for (int i = 0; i < BlocksLoaded.Length; ++i)
            {
                BlocksLoaded[i] = WebGLJump.LoadData(SaveKeys.BlocksLoaded + i.ToString(), 0);
            }
            for (int i = 0; i < AmmoLoaded.Length; ++i)
            {
                AmmoLoaded[i] = WebGLJump.LoadData(SaveKeys.AmmoLoaded + i.ToString(), 0);
            }
            MatchStreak   = WebGLJump.LoadData(SaveKeys.MatchStreak, 0);
            ShotsFired    = WebGLJump.LoadData(SaveKeys.ShotsFired, 0);
            TimesDefeated = WebGLJump.LoadData(SaveKeys.TimesDefeated, 0);
            DisconcertingObjectivesSeen = WebGLJump.LoadData(SaveKeys.DisconcertingObjectivesSeen, 0);
        }
Beispiel #3
0
        public static void LoadRemote()
        {
            defeatWithGun         = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.DefeatWithGun, Random.Range((int)Gun.Ammo.DRAGON, (int)Gun.Ammo.SIN));
            previousDefeatWithGun = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.PreviousDefeatWithGun, (int)defeatWithGun);
            amountToDefeat        = WebGLJump.LoadData(SaveKeys.AmountToDefeat, Random.Range(5, 10));

            ammoToUpgrade         = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.AmmoToUpgrade, Random.Range((int)Gun.Ammo.DRAGON, (int)Gun.Ammo.SIN));
            previousAmmoToUpgrade = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.PreviousAmmoToUpgrade, (int)ammoToUpgrade);
            leveToUpgrade         = WebGLJump.LoadData(SaveKeys.LeveToUpgrade, DataStorage.GunPower[(int)ammoToUpgrade] + 2);

            levelToHealing = WebGLJump.LoadData(SaveKeys.LevelToHealing, DataStorage.Healing + 2);

            levelToHeart    = WebGLJump.LoadData(SaveKeys.LevelToHeart, Mathf.Clamp(DataStorage.Hearts + 1, 0, 6));
            isLevelingHeart = WebGLJump.LoadData(SaveKeys.IsLevelingHeart, 1) == 1 ? true : false;

            amountofBlocksToMake = WebGLJump.LoadData(SaveKeys.AmountofBlocksToMake, Random.Range(3, 10));
            makeXSize            = WebGLJump.LoadData(SaveKeys.MakeXSize, Random.Range(2, 4));
            makeYSize            = WebGLJump.LoadData(SaveKeys.MakeYSize, Random.Range(2, 4));

            amountOfSizedBlocksToLoadToGun = WebGLJump.LoadData(SaveKeys.AmountOfSizedBlocksToLoadToGun, Random.Range(3, 10));
            loadGunXSize = WebGLJump.LoadData(SaveKeys.LoadGunXSize, Random.Range(2, 4));
            loadGunYSize = WebGLJump.LoadData(SaveKeys.LoadGunYSize, Random.Range(2, 4));

            amountOfSizedBlocksToLoadToSpecial = WebGLJump.LoadData(SaveKeys.AmountOfSizedBlocksToLoadToSpecial, Random.Range(3, 10));
            loadSpecialXSize = WebGLJump.LoadData(SaveKeys.LoadSpecialXSize, Random.Range(2, 4));
            loadSpecialYSize = WebGLJump.LoadData(SaveKeys.LoadSpecialYSize, Random.Range(2, 4));

            currentFreeTask = WebGLJump.LoadData(SaveKeys.CurrentFreeTask, "");

            int difference = 0;

            if (DataStorage.Money > 10000)
            {
                int targetAmount = (DataStorage.Money + 10000);
                int whole        = (int)Mathf.Pow(10, Mathf.FloorToInt(Mathf.Log10(targetAmount)) - 2);
                int remainder    = targetAmount % whole;
                difference = whole - remainder;
            }
            amountToHaveInBank = WebGLJump.LoadData(SaveKeys.AmountToHaveInBank, DataStorage.Money + 10000 + difference);

            ammoGunToSend = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.AmmoGunToSend, Random.Range((int)Gun.Ammo.DRAGON, (int)Gun.Ammo.GATLING));

            ammoSpecialToSend = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.AmmoSpecialToSend, Random.Range((int)Gun.Ammo.DRAGON, (int)Gun.Ammo.GATLING));

            amountOfElementsMatching = WebGLJump.LoadData(SaveKeys.AmountOfElementsMatching, Random.Range(2, 5));

            amountOfBossesToDefeat = WebGLJump.LoadData(SaveKeys.AmountOfBossesToDefeat, Random.Range(2, 5));
            currentBossesDefeated  = WebGLJump.LoadData(SaveKeys.CurrentBossesDefeated, 0);

            int currentDay = (DataStorage.StartOnWave / 3 + 1);

            daysToReach = WebGLJump.LoadData(SaveKeys.DaysToReach, Mathf.Clamp(currentDay, currentDay + 1, currentDay + 4));
        }
Beispiel #4
0
        public static void SaveHardcore()
        {
            int[] scores = new int[SCORES_TO_KEEP * 2];
            for (int i = 0; i < SCORES_TO_KEEP; i++)
            {
                if (i >= BestHardcoreScores.Count)
                {
                    break;
                }
                scores[i * 2]     = BestHardcoreScores[i].Item1;
                scores[i * 2 + 1] = BestHardcoreScores[i].Item2;
            }

            for (int i = 0; i < scores.Length; ++i)
            {
                WebGLJump.SaveData(SaveKeys.BestHardcoreScores + i.ToString(), scores[i].ToString());
            }
        }
Beispiel #5
0
        public static void SaveRemote()
        {
            WebGLJump.SaveData(SaveKeys.DefeatWithGun, ((int)defeatWithGun).ToString());
            WebGLJump.SaveData(SaveKeys.PreviousDefeatWithGun, ((int)previousDefeatWithGun).ToString());
            WebGLJump.SaveData(SaveKeys.AmountToDefeat, amountToDefeat.ToString());

            WebGLJump.SaveData(SaveKeys.AmmoToUpgrade, ((int)ammoToUpgrade).ToString());
            WebGLJump.SaveData(SaveKeys.PreviousAmmoToUpgrade, ((int)previousAmmoToUpgrade).ToString());
            WebGLJump.SaveData(SaveKeys.LeveToUpgrade, leveToUpgrade.ToString());

            WebGLJump.SaveData(SaveKeys.LevelToHealing, levelToHealing.ToString());

            WebGLJump.SaveData(SaveKeys.LevelToHeart, levelToHeart.ToString());
            WebGLJump.SaveData(SaveKeys.IsLevelingHeart, (isLevelingHeart ? 1 : 0).ToString());

            WebGLJump.SaveData(SaveKeys.AmountofBlocksToMake, amountofBlocksToMake.ToString());
            WebGLJump.SaveData(SaveKeys.MakeXSize, makeXSize.ToString());
            WebGLJump.SaveData(SaveKeys.MakeYSize, makeYSize.ToString());

            WebGLJump.SaveData(SaveKeys.AmountOfSizedBlocksToLoadToGun, amountOfSizedBlocksToLoadToGun.ToString());
            WebGLJump.SaveData(SaveKeys.LoadGunXSize, loadGunXSize.ToString());
            WebGLJump.SaveData(SaveKeys.LoadGunYSize, loadGunYSize.ToString());

            WebGLJump.SaveData(SaveKeys.AmountOfSizedBlocksToLoadToSpecial, amountOfSizedBlocksToLoadToSpecial.ToString());
            WebGLJump.SaveData(SaveKeys.LoadSpecialXSize, loadSpecialXSize.ToString());
            WebGLJump.SaveData(SaveKeys.LoadSpecialYSize, loadSpecialYSize.ToString());

            WebGLJump.SaveData(SaveKeys.AmountToHaveInBank, amountToHaveInBank.ToString());

            WebGLJump.SaveData(SaveKeys.AmmoGunToSend, ((int)ammoGunToSend).ToString());

            WebGLJump.SaveData(SaveKeys.AmmoSpecialToSend, ((int)ammoSpecialToSend).ToString());

            WebGLJump.SaveData(SaveKeys.AmountOfElementsMatching, amountOfElementsMatching.ToString());

            WebGLJump.SaveData(SaveKeys.AmountOfBossesToDefeat, amountOfBossesToDefeat.ToString());
            WebGLJump.SaveData(SaveKeys.CurrentBossesDefeated, currentBossesDefeated.ToString());

            WebGLJump.SaveData(SaveKeys.DaysToReach, daysToReach.ToString());

            WebGLJump.SaveData(SaveKeys.CurrentFreeTask, currentFreeTask);
        }
Beispiel #6
0
        public static void SaveStore()
        {
            WebGLJump.SaveData(SaveKeys.Money, Money.ToString());
            WebGLJump.SaveData(SaveKeys.Hearts, Hearts.ToString());
            WebGLJump.SaveData(SaveKeys.Armor, Armor.ToString());
            WebGLJump.SaveData(SaveKeys.Healing, Healing.ToString());

            for (int i = 0; i < GunOwned.Length; ++i)
            {
                WebGLJump.SaveData(SaveKeys.GunOwned + i.ToString(), GunOwned[i].ToString());
            }
            for (int i = 0; i < GunPower.Length; ++i)
            {
                WebGLJump.SaveData(SaveKeys.GunPower + i.ToString(), GunPower[i].ToString());
            }
            for (int i = 0; i < GunEquipped.Length; ++i)
            {
                WebGLJump.SaveData(SaveKeys.GunEquipped + i.ToString(), GunEquipped[i].ToString());
            }
        }
Beispiel #7
0
 /* WebGL, Jump Platform */
 public static void Quit()
 {
     WebGLJump.Quit();
 }
Beispiel #8
0
 public static void SaveOptions()
 {
     WebGLJump.SaveData(SaveKeys.MusicVolume, ((int)(Choom.MusicVolume * 100)).ToString());
     WebGLJump.SaveData(SaveKeys.EffectVolume, ((int)(Choom.EffectVolume * 100)).ToString());
 }