void Awake()
    {
        this.lvl2PlatformCollider.isTrigger = true;
        highscore = GameObject.FindWithTag("HighScoreController"); //create reference for Player gameobject, and assign the variable via FindWithTag at start
        if (highscore != null) // if the playerObject gameObject-reference is not null - assigning the reference via FindWithTag at first frame -
        {
            highscoreScript = highscore.GetComponent<HighScoreController>();// - set the PlayerController-reference (called playerControllerScript) to the <script component> of the Player gameobject (via the gameObject-reference) to have access the instance of the PlayerController script
        }
        if (highscore == null) //for exception handling - to have the console debug the absense of a player controller script in order for this entire code, the code in the GameController to work
        {
            Debug.Log("Cannot find ScoreController script for final score referencing to GameOver - finalAcquired Label");
        }

        if(highscoreScript.loadLevelIndex == 3)
        {
            this.lvl2PlatformCollider.isTrigger = false;
            background.GetComponent<Renderer>().material = newMatLevel2;
            platform.GetComponent<SpriteRenderer>().sprite = level2Platform;
            platform.GetComponent<Transform>().transform.localScale = new Vector3(1.5f, 1.5f,1);
            platform.GetComponent<Transform>().transform.position = new Vector3(-399, -251, 0);
        }
        else if (highscoreScript.loadLevelIndex == 4)
        {
            this.lvl2PlatformCollider.isTrigger = false;
            background.GetComponent<Renderer>().material = newMatLevel3;
            platform.GetComponent<SpriteRenderer>().sprite = level3Platform;
            //platform.GetComponent<Transform>().transform.localScale = new Vector3(1.5f, 1.5f, 1);
            platform.GetComponent<Transform>().transform.position = new Vector3(-399, -240, 0);
        }
        this.finalScoreLabel.text = "Final Score: " + highscoreScript.keepScore;
    }
 //runs first
 void Awake()
 {
     if(!created){
         DontDestroyOnLoad(gameObject);
         created=true;
         instance=this;
     }
     else{
         Destroy(gameObject);
     }
 }
    // Use this for initialization
    void Start()
    {
        this._audioSources = this.GetComponents<AudioSource> ();
        this._cloudAudioSource = this._audioSources [1];
        this._islandAudioSource = this._audioSources [2];
        this._endAudioSource = this._audioSources [3];
        this._livesAudioSource = this._audioSources [4];

        this._highScoreController = GameObject.FindWithTag ("HighScoreController").GetComponent ("HighScoreController") as HighScoreController;

        this._SetScore ();
    }
 // Use this for initialization
 void Awake()
 {
     highscore = GameObject.FindWithTag("HighScoreController"); //create reference for Player gameobject, and assign the variable via FindWithTag at start
     if (highscore != null) // if the playerObject gameObject-reference is not null - assigning the reference via FindWithTag at first frame -
     {
         highscoreScript = highscore.GetComponent<HighScoreController>();// - set the PlayerController-reference (called playerControllerScript) to the <script component> of the Player gameobject (via the gameObject-reference) to have access the instance of the PlayerController script
     }
     if (highscore == null) //for exception handling - to have the console debug the absense of a player controller script in order for this entire code, the code in the GameController to work
     {
         Debug.Log("Cannot find ScoreController script for final score referencing to GameOver - finalAcquired Label");
     }
 }
Exemple #5
0
    ///<summary>
    ///HandleUserInput handles the user SwinGame.
    /// </summary>
    /// <remarks>
    /// Reads the key and mouse input and converts these into
    /// actions for the game to perform. The actions
    /// performed depend upon the state of the game.
    /// </remarks>
    public static void HandleUserInput()
    {
        // Read incoming input events
        SwinGame.ProcessEvents();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
        {
            MenuController.HandleMainMenuInput();
            break;
        }

        case GameState.ViewingGameMenu:
        {
            MenuController.HandleGameMenuInput();
            break;
        }

        case GameState.AlteringSettings:
        {
            MenuController.HandleDifficultyMenuInput();
            break;
        }

        case GameState.Deploying:
        {
            DeploymentController.HandleDeploymentInput();
            break;
        }

        case GameState.Discovering:
        {
            DiscoveryController.HandleDiscoveryInput();
            break;
        }

        case GameState.EndingGame:
        {
            EndingGameController.HandleEndOfGameInput();
            break;
        }

        case GameState.ViewingHighScores:
        {
            HighScoreController.HandleHighScoreInput();
            break;
        }
        }

        UtilityFunctions.UpdateAnimations();
    }
    /// <summary>
    /// Draws the current state of the game to the screen.
    /// </summary>
    /// <remarks>
    /// What is drawn depends upon the state of the game.
    /// </remarks>
    public static void DrawScreen()
    {
        UtilityFunctions.DrawBackground();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.DrawMainMenu();
            SwinGame.StopTimer(Timer);
            break;

        case GameState.ViewingGameMenu:
            MenuController.DrawGameMenu();
            SwinGame.StopTimer(Timer);
            break;

        case GameState.AlteringSettings:
            MenuController.DrawSettings();
            SwinGame.StopTimer(Timer);
            break;

        case GameState.Deploying:
            DeploymentController.DrawDeployment();
            SwinGame.ResetTimer(Timer);
            break;

        case GameState.Discovering:
            DiscoveryController.DrawDiscovery();
            if (SwinGame.TimerTicks(Timer) == 0)
            {
                SwinGame.StartTimer(Timer);
            }
            break;

        case GameState.EndingGame:
            EndingGameController.DrawEndOfGame();
            break;

        case GameState.ViewingHighScores:
            HighScoreController.DrawHighScores();
            SwinGame.StopTimer(Timer);
            break;

        case GameState.ViewInstruction:
            Instruction.WriteInstruction();
            break;
        }

        UtilityFunctions.DrawAnimations();

        SwinGame.RefreshScreen();
    }
Exemple #7
0
    /// <summary>
    /// Handles the user SwinGame.
    /// </summary>
    /// <remarks>
    /// Reads key and mouse input and converts these into
    /// actions for the game to perform. The actions
    /// performed depend upon the state of the game.
    /// </remarks>
    public static void HandleUserInput()
    {
        //Read incoming input events
        SwinGame.ProcessEvents();

        if (SwinGame.KeyTyped(KeyCode.vk_f))
        {
            SwinGame.ToggleFullScreen();
        }

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.HandleMainMenuInput();
            break;

        case GameState.ViewingGameMenu:
            MenuController.HandleGameMenuInput();
            break;

        case GameState.AlteringSetup:
            MenuController.HandleSetupMenuInput();
            break;

        case GameState.AlteringSetting:
            MenuController.HandleSettingMenuInput();
            break;

        case GameState.BGMSettings:
            MenuController.HandleBGMMenuInput();
            break;

        case GameState.Deploying:
            DeploymentController.HandleDeploymentInput();
            break;

        case GameState.Discovering:
            DiscoveryController.HandleDiscoveryInput();
            break;

        case GameState.EndingGame:
            EndingGameController.HandleEndOfGameInput();
            break;

        case GameState.ViewingHighScores:
        case GameState.HowToPlay:
            HighScoreController.HandleHighScoreInput();
            break;
        }

        UtilityFunctions.UpdateAnimations();
    }
 private void AddElemnts()
 {
     for (int i = 0; i < lenght; i++)
     {
         GameObject player = Instantiate(prefab, transform);
         int        score  = 0;
         string     name   = "";
         player.SetActive(true);
         HighScoreController.GetElementsList(keyTable, i, out score, out name);
         player.GetComponent <TablePlayer>().SetValue(name, (i + 1).ToString(), score.ToString());
         listObject.Add(player);
     }
 }
Exemple #9
0
    public void NameValidation()
    {
        GameObject go = new GameObject();

        go.AddComponent <HighScoreController>();
        HighScoreController sc = go.GetComponent <HighScoreController>();

        Assert.IsTrue(sc.IsValidName("AAA"));
        Assert.IsFalse(sc.IsValidName("AA"));
        Assert.IsFalse(sc.IsValidName("123"));
        Assert.IsFalse(sc.IsValidName("aaa"));
        Assert.IsFalse(sc.IsValidName("!@#"));
    }
 private void Awake()
 {
     m_HighScoreController = GameObject.FindGameObjectWithTag("HighScoreSystem").GetComponent <HighScoreController>();
     m_ResponseText.text   = "Not Logged In.........";
     if (m_HighScoreController.Player_Email != null)
     {
         m_ResponseText.text = "Logged in as " + m_HighScoreController.Player_Username;
     }
     else
     {
         m_ResponseText.text = "Not Logged In...";
     }
 }
Exemple #11
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 //runs first
 void Awake()
 {
     if (!created)
     {
         DontDestroyOnLoad(gameObject);
         created  = true;
         instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        HighScoreController scoreController = (HighScoreController)target;

        GUILayout.Label("Your score");

        if (GUILayout.Button("Add 10 to curr score"))
        {
            if (HighScoreController.onAddToCurrentScore != null)
            {
                HighScoreController.onAddToCurrentScore(10);
            }
        }

        if (GUILayout.Button("Remove 10 from curr score"))
        {
            if (HighScoreController.onRemoveFromCurrentScore != null)
            {
                HighScoreController.onRemoveFromCurrentScore(10);
            }
        }

        if (GUILayout.Button("Reset curr Score"))
        {
            if (HighScoreController.onRemoveFromCurrentScore != null)
            {
                HighScoreController.onRemoveFromCurrentScore(99999999);
            }
        }

        GUILayout.Label("High score");

        if (GUILayout.Button("Set High Score"))
        {
            var currScore = scoreController.GetCurrScore();
            if (HighScoreController.onSetHighScore != null)
            {
                HighScoreController.onSetHighScore(currScore);
            }
        }

        if (GUILayout.Button("Reset High Score"))
        {
            if (HighScoreController.onSetHighScore != null)
            {
                HighScoreController.onSetHighScore(0);
            }
        }
    }
Exemple #13
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    /// <summary>
    /// Draws the current state of the game to the screen.
    /// </summary>
    /// <remarks>
    /// What is drawn depends upon the state of the game.
    /// </remarks>
    public static void DrawScreen()
    {
        UtilityFunctions.DrawBackground();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.DrawMainMenu();
            break;

        case GameState.ViewingGameMenu:
            MenuController.DrawGameMenu();
            break;

        case GameState.AlteringSettings:
            MenuController.DrawSettings();
            break;

        // Added Function: Change Music Function
        // Author: Ernest Soo
        case GameState.AlteringMusic:
            MenuController.DrawMusic();
            break;

        // Added Function: Change Background Function // Author: Jacky Ten
        case GameState.AlteringBackground:
            MenuController.DrawBackground();
            break;

        case GameState.Deploying:
            DeploymentController.DrawDeployment();
            break;

        case GameState.Discovering:
            DiscoveryController.DrawDiscovery();
            break;

        case GameState.EndingGame:
            EndingGameController.DrawEndOfGame();
            break;

        case GameState.ViewingHighScores:
            HighScoreController.DrawHighScores();
            break;
        }

        UtilityFunctions.DrawAnimations();

        SwinGame.RefreshScreen();
    }
    /// <summary>
    /// Draws the current state of the game to the screen.
    /// </summary>
    /// <remarks>
    /// What is drawn depends upon the state of the game.
    /// </remarks>
    public static void DrawScreen()
    {
        UtilityFunctions.DrawBackground();

        if (CurrentState == GameState.ViewingMainMenu)
        {
            SwinGame.StopTimer(GameTimer);
            MenuController.DrawMainMenu();
        }
        else if (CurrentState == GameState.ViewingGameMenu)
        {
            SwinGame.StopTimer(GameTimer);
            MenuController.DrawGameMenu();
        }
        else if (CurrentState == GameState.AlteringSettings)
        {
            SwinGame.StopTimer(GameTimer);
            MenuController.DrawSettings();
        }
        else if (CurrentState == GameState.AlterMusics)
        {
            SwinGame.StopTimer(GameTimer);
            MenuController.DrawMusicSettings();
        }
        else if (CurrentState == GameState.Deploying)
        {
            SwinGame.ResetTimer(GameTimer);
            DeploymentController.DrawDeployment();
        }
        else if (CurrentState == GameState.Discovering)
        {
            if (SwinGame.TimerTicks(GameTimer) == 0)
            {
                SwinGame.StartTimer(GameTimer);
            }
            DiscoveryController.DrawDiscovery();
        }
        else if (CurrentState == GameState.EndingGame)
        {
            EndingGameController.DrawEndOfGame();
        }
        else if (CurrentState == GameState.ViewingHighScores)
        {
            HighScoreController.DrawHighScores();
        }

        UtilityFunctions.DrawAnimations();

        SwinGame.RefreshScreen(120);
    }
    /// <summary>
    /// Read the user's name for their highsSwinGame.
    /// </summary>
    /// <param name="value">the player's sSwinGame.</param>
    /// <remarks>
    /// This verifies if the score is a highsSwinGame.
    /// </remarks>
    public static void ReadHighScore(int value)
    {
        const int ENTRY_TOP = 500;

        if (_Scores.Count == 0)
        {
            LoadScores(GameController.filename);
        }


        //is it a high score
        if ((value > _Scores[_Scores.Count - 1].Value))
        {
            Score s = new Score();
            s.Value = value;

            GameController.AddNewState(GameState.AddingHighScores);

            int x = 0;
            x = SCORES_LEFT + SwinGame.TextWidth(GameResources.GameFont("Courier"), "Name: ");

            SwinGame.StartReadingText(Color.White, NAME_WIDTH, GameResources.GameFont("Courier"), x, ENTRY_TOP);

            //Read the text from the user
            while (SwinGame.ReadingText())
            {
                SwinGame.ProcessEvents();

                UtilityFunctions.DrawBackground();
                HighScoreController.AddHighScore();
                SwinGame.DrawText("Name: ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, ENTRY_TOP);
                SwinGame.RefreshScreen();
            }

            s.Name = SwinGame.TextReadAsASCII();

            if (s.Name.Length < 3)
            {
                s.Name = s.Name + new string(Convert.ToChar(" "), 3 - s.Name.Length);
            }

            _Scores.RemoveAt(_Scores.Count - 1);
            _Scores.Add(s);
            _Scores.Sort();

            SaveScores(GameController.filename);

            GameController.EndCurrentState();
        }
    }
Exemple #16
0
    /// <summary>
    /// Draws the current state of the game to the screen.
    /// </summary>
    /// <remarks>
    /// What is drawn depends upon the state of the game.
    /// </remarks>
    public static void DrawScreen()
    {
        UtilityFunctions.DrawBackground();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.DrawMainMenu();
            break;

        case GameState.ViewingGameMenu:
            MenuController.DrawGameMenu();
            break;

        case GameState.AlteringSettings:
            MenuController.DrawSettings();
            break;

        case GameState.ChangingMusic:
            MenuController.DrawMusicMenu();
            break;

        case GameState.Deploying:
            DeploymentController.DrawDeployment();
            break;

        case GameState.Discovering:
            DiscoveryController.DrawDiscovery();
            break;

        case GameState.EndingGame:
            EndingGameController.DrawEndOfGame();
            break;

        case GameState.ViewingHighScores:
            HighScoreController.DrawHighScores();
            break;

        case GameState.ShowingHint:
            // ShowingHint state draws the Hints on top of the regular grid
            DiscoveryController.DrawDiscovery();
            DiscoveryController.DrawHint();
            break;
        }

        UtilityFunctions.DrawAnimations();

        SwinGame.RefreshScreen();
    }
    // Use this for initialization
    void Start()
    {
        //Reset the difficulty on load
        DifficultyController.ResetVariables();

        highScoreText.text = HighScoreController.GetHighScores();

        flashPanel.SetActive(false);
        AdjustScore(0);             //Initialize the score text to current;
        TakeDamage(0, Color.black); //Initialize the text to the current health

        //Begin the incrememnting of the difficulty
        //Every 20 seconds, increment difficulty
        InvokeRepeating("IncrementDifficulty", .2f, difficultyIncrementInterval);
    }
Exemple #18
0
    /// <summary>
    /// Handles the user SwinGame.
    /// </summary>
    /// <remarks>
    /// Reads key and mouse input and converts these into
    /// actions for the game to perform. The actions
    /// performed depend upon the state of the game.
    /// </remarks>
    public static void HandleUserInput()
    {
        //Read incoming input events
        SwinGame.ProcessEvents();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.HandleMainMenuInput();
            break;

        case GameState.ViewingGameMenu:
            MenuController.HandleGameMenuInput();
            break;

        case GameState.AlteringSettings:
            MenuController.HandleSetupMenuInput();
            break;

        /*Added MusicSettings*/
        case GameState.MusicSettings:
            MenuController.HandleMusicMenuInput();
            break;

        /*Add themesetting*/
        case GameState.ThemeColors:
            MenuController.HandleThemeMenuInput();
            break;

        case GameState.Deploying:
            DeploymentController.HandleDeploymentInput();
            break;

        case GameState.Discovering:
            DiscoveryController.HandleDiscoveryInput();
            break;

        case GameState.EndingGame:
            EndingGameController.HandleEndOfGameInput();
            break;

        case GameState.ViewingHighScores:
            HighScoreController.HandleHighScoreInput();
            break;
        }

        UtilityFunctions.UpdateAnimations();
    }
Exemple #19
0
    /// <summary>
    /// Handles the user SwinGame.
    /// </summary>
    /// <remarks>
    /// Reads key and mouse input and converts these into
    /// actions for the game to perform. The actions
    /// performed depend upon the state of the game.
    /// </remarks>
    public static void HandleUserInput()
    {
        //Read incoming input events
        SwinGame.ProcessEvents();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.HandleMainMenuInput();
            break;

        case GameState.ViewingGameMenu:
            MenuController.HandleGameMenuInput();
            break;

        case GameState.AlteringSettings:
            MenuController.HandleSetupMenuInput();
            break;

        case GameState.ChangingMusic:
            MenuController.HandleMusicMenuInput();
            break;

        case GameState.Deploying:
            DeploymentController.HandleDeploymentInput();
            break;

        case GameState.Discovering:
            DiscoveryController.HandleDiscoveryInput();
            break;

        case GameState.EndingGame:
            EndingGameController.HandleEndOfGameInput();
            break;

        case GameState.ViewingHighScores:
            HighScoreController.HandleHighScoreInput();
            break;

        case GameState.ShowingHint:
            // ShowingHint state must use same input handler as Discovery state
            // since it works on top of the same state
            DiscoveryController.HandleDiscoveryInput();
            break;
        }

        UtilityFunctions.UpdateAnimations();
    }
 void CheckHighScore()
 {
     print("CheckHighScore");
     highScorePosition = HighScoreController.CheckForHighScore(totalScore);
     print(highScorePosition);
     if (highScorePosition < 10)
     {
         loseScreen.SetActive(false);
         highScorePanel.SetActive(true);
         StartCoroutine(WaitForName());
     }
     else
     {
         SceneManager.LoadScene("_Scene_MainMenu");
     }
 }
Exemple #21
0
    /// <summary>
    /// Draws the current state of the game to the screen.
    /// </summary>
    /// <remarks>
    /// What is drawn depends upon the state of the game.
    /// </remarks>
    public static void DrawScreen()
    {
        UtilityFunctions.DrawBackground();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.DrawMainMenu();
            break;

        case GameState.ViewingGameMenu:
            MenuController.DrawGameMenu();
            break;

        case GameState.AlteringSettings:
            MenuController.DrawSettings();
            break;

        case GameState.BGMSettings:
            MenuController.DrawBGM();
            break;

        case GameState.Deploying:
            DeploymentController.DrawDeployment();
            break;

        case GameState.Discovering:
            DiscoveryController.DrawDiscovery();
            break;

        case GameState.EndingGame:
            EndingGameController.DrawEndOfGame();
            break;

        case GameState.ViewingHighScores:
            HighScoreController.DrawHighScores();
            break;

        case GameState.changeship:
            MenuController.DrawShipChange();
            break;
        }

        UtilityFunctions.DrawAnimations();

        SwinGame.RefreshScreen();
    }
Exemple #22
0
    /// <summary>
    /// Draws the current state of the game to the screen.
    /// </summary>
    /// <remarks>
    /// What is drawn depends upon the state of the game.
    /// </remarks>
    public static void DrawScreen()
    {
        if (SwinGame.KeyTyped(KeyCode.vk_m))
        {
            GameResources.Mute();
        }
        if (SwinGame.KeyTyped(KeyCode.vk_p))
        {
            GameResources.Play();
        }
        UtilityFunctions.DrawBackground();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.DrawMainMenu();
            break;

        case GameState.ViewingGameMenu:
            MenuController.DrawGameMenu();
            break;

        case GameState.AlteringSettings:
            MenuController.DrawSettings();
            break;

        case GameState.Deploying:
            DeploymentController.DrawDeployment();
            break;

        case GameState.Discovering:
            DiscoveryController.DrawDiscovery();
            break;

        case GameState.EndingGame:
            EndingGameController.DrawEndOfGame();
            break;

        case GameState.ViewingHighScores:
            HighScoreController.DrawHighScores();
            break;
        }

        UtilityFunctions.DrawAnimations();

        SwinGame.RefreshScreen();
    }
    // '' <summary>
    // '' Read the user's name for their highsSwinGame.
    // '' </summary>
    // '' <param name="value">the player's sSwinGame.</param>
    // '' <remarks>
    // '' This verifies if the score is a highsSwinGame.
    // '' </remarks>
    public static void ReadHighScore(int value)
    {
        const int ENTRY_TOP = 500;

        if (_scores.Count == 0)
        {
            LoadScores();
        }

        // Is it a high score:
        if ((value > _scores[(_scores.Count - 1)].Value))
        {
            Score s = new Score();
            s.Value = value;

            GameController.AddNewState(GameState.ViewingHighScores);

            int x = (SCORES_LEFT + SwinGame.TextWidth(GameResources.GameFont("Courier"), "Name: "));
            SwinGame.StartReadingText(Color.White, NAME_WIDTH, GameResources.GameFont("Courier"), x, ENTRY_TOP);

            // Read the text from the user
            while (SwinGame.ReadingText())
            {
                SwinGame.ProcessEvents();
                UtilityFunctions.DrawBackground();
                HighScoreController.DrawHighScores();
                SwinGame.DrawText("Name: ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, ENTRY_TOP);
                SwinGame.RefreshScreen();
            }

            // Set the name length to 3 characters
            s.Name = SwinGame.TextReadAsASCII();
            if ((s.Name.Length < NAME_WIDTH))
            {
                s.Name = (s.Name + new string(' ', NAME_WIDTH - s.Name.Length));
            }

            _scores.RemoveAt((_scores.Count - 1));
            _scores.Add(s);
            _scores.Sort();

            SaveScores();

            GameController.EndCurrentState();
        }
    }
    /// <summary>
    /// Handle the input during the end of the game. Any interaction
    /// will result in it reading in the highsSwinGame.
    /// </summary>
    public static void HandleEndOfGameInput()
    {
        //string time = DateTime.Now.ToString("h:mm:ss ");
        var date   = DateTime.Now.ToString("dd.MM.yyy");
        var result = DialogResult.OK;

        if (SwinGame.MouseClicked(MouseButton.LeftButton) || SwinGame.KeyTyped(KeyCode.vk_RETURN) || SwinGame.KeyTyped(KeyCode.vk_ESCAPE))
        {
            MessageBox.Show("Time : " + stopWatch.Elapsed.ToString("mm\\:ss\\.ff") + Environment.NewLine);

            if (result == DialogResult.OK)
            {
                HighScoreController.ReadHighScore(GameController.HumanPlayer.Score);
                GameController.EndCurrentState();
            }
        }
    }
Exemple #25
0
    /// <summary>
    /// Draws the current state of the game to the screen.
    /// </summary>
    /// <remarks>
    /// What is drawn depends upon the state of the game.
    /// </remarks>
    public static void DrawScreen()
    {
        UtilityFunctions.DrawBackground();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.DrawMainMenu();
            break;

        case GameState.ViewingGameMenu:
            MenuController.DrawGameMenu();
            break;

        case GameState.AlteringSettings:
            MenuController.DrawSettings();
            break;

        case GameState.Deploying:
            DeploymentController.DrawDeployment();
            MenuController.DrawCommonMenu();                      // Aerisha Changes/Additions
            break;

        case GameState.Discovering:
            DiscoveryController.DrawDiscovery();
            MenuController.DrawCommonMenu();                      // Aerisha Changes/Additions
            break;

        case GameState.EndingGame:
            EndingGameController.DrawEndOfGame();
            break;

        case GameState.ViewingHighScores:
            HighScoreController.DrawHighScores();
            MenuController.DrawScoresPage();                            // Aerisha Changes/Additions
            break;

        case GameState.ViewingInstructMenu:
            Instructions.DrawInstruct();
            break;
        }

        UtilityFunctions.DrawAnimations();

        SwinGame.RefreshScreen();
    }
    // Complete new score collection
    // Returns the location of the current high score controller Caret.
    public Vector3 NewScoreDone()
    {
        highScoresData.NewScoreDone();

        Vector3 pos = Vector3.zero;

        if (currentHighScoreController)
        {
            Vector2 vPos = RectTransformUtility.WorldToScreenPoint(null, currentHighScoreController.Caret.position);
            pos = new Vector3(vPos.x, vPos.y, 0);
        }

        currentHighScoreController = null;
        newHighScoreIndex          = -1;

        return(pos);
    }
Exemple #27
0
    void Start()
    {
        op = GameObject.FindWithTag("OptionsController").GetComponent <OptionsController> ();

        if (SceneManager.GetActiveScene().buildIndex == 1)
        {
            gc = GameObject.FindWithTag("GameController").GetComponent <GameController> ();
        }

        CheckPanels(SceneManager.GetActiveScene().buildIndex);

        if (SceneManager.GetActiveScene().buildIndex == 2)
        {
            hs = GameObject.FindWithTag("ScoreController").GetComponent <HighScoreController> ();
            hs.checkForNewHighScore();
        }
    }
    // Use this for initialization
    void Awake()
    {
        highScoreInstance = GetComponent <HighScoreController> ();
        highScore         = new List <int>();
        AssignTextFields(10);
        //SetExemplaryScore ();
        //SaveScore ();
        highScore.Clear();
        //PlayerPrefs.DeleteAll ();
        LoadHighScores();
        SetTop(10);
        DontDestroyOnLoad(gameObject);
        //DebugScores ();


        Debug.Log("Start of HighScoreController");
    }
    /// <summary>
    /// Handles the user SwinGame.
    /// </summary>
    /// <remarks>
    /// Reads key and mouse input and converts these into
    /// actions for the game to perform. The actions
    /// performed depend upon the state of the game.
    /// </remarks>
    public static void HandleUserInput()
    {
        //Read incoming input events
        SwinGame.ProcessEvents();

        if (_muteCheck)
        {
            SwinGame.PauseMusic();
        }
        else
        {
            SwinGame.ResumeMusic();
        }

        if (CurrentState == GameState.ViewingMainMenu)
        {
            MenuController.HandleMainMenuInput();
        }
        else if (CurrentState == GameState.ViewingGameMenu)
        {
            MenuController.HandleGameMenuInput();
        }
        else if (CurrentState == GameState.AlteringSettings)
        {
            MenuController.HandleSetupMenuInput();
        }
        else if (CurrentState == GameState.Deploying)
        {
            DeploymentController.HandleDeploymentInput();
        }
        else if (CurrentState == GameState.Discovering)
        {
            DiscoveryController.HandleDiscoveryInput();
        }
        else if (CurrentState == GameState.EndingGame)
        {
            EndingGameController.HandleEndOfGameInput();
        }
        else if (CurrentState == GameState.ViewingHighScores)
        {
            HighScoreController.HandleHighScoreInput();
        }

        UtilityFunctions.UpdateAnimations();
    }
Exemple #30
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    /// <summary>
    ///     ''' Draws the current state of the game to the screen.
    ///     ''' </summary>
    ///     ''' <remarks>
    ///     ''' What is drawn depends upon the state of the game.
    ///     ''' </remarks>
    public static void DrawScreen()
    {
        UtilityFunctions.DrawBackground();

        if (CurrentState == GameState.ViewingMainMenu)
        {
            MenuController.DrawMainMenu();
        }
        else if (CurrentState == GameState.ViewingGameMenu)
        {
            MenuController.DrawGameMenu();
        }
        else if (CurrentState == GameState.AlteringSettings)
        {
            MenuController.DrawSettings();
        }
        else if (CurrentState == GameState.ChangingMusic)          //Recently Added
        {
            MenuController.DrawMusicMenu();
        }
        else if (CurrentState == GameState.Deploying)
        {
            DeploymentController.DrawDeployment();
        }
        else if (CurrentState == GameState.AlteringOption)
        {
            MenuController.DrawOption();              //RECENTLY ADDED
        }
        else if (CurrentState == GameState.Discovering)
        {
            DiscoveryController.DrawDiscovery();
        }
        else if (CurrentState == GameState.EndingGame)
        {
            EndingGameController.DrawEndOfGame();
        }
        else if (CurrentState == GameState.ViewingHighScores)
        {
            HighScoreController.DrawHighScores();
        }

        UtilityFunctions.DrawAnimations();

        SwinGame.RefreshScreen();
    }
    //private AudioSource[] _audioSources;
    // private AudioSource _portalSound;

    //private Animator _animator;

    void Awake()
    {
        GameObject highscore = GameObject.FindWithTag("HighScoreController"); //create reference for Player gameobject, and assign the variable via FindWithTag at start

        if (highscore != null)                                                // if the playerObject gameObject-reference is not null - assigning the reference via FindWithTag at first frame -
        {
            highscoreScript = highscore.GetComponent <HighScoreController>(); // - set the PlayerController-reference (called playerControllerScript) to the <script component> of the Player gameobject (via the gameObject-reference) to have access the instance of the PlayerController script
        }
        else if (highscore == null)                                           //for exception handling - to have the console debug the absense of a player controller script in order for this entire code, the code in the GameController to work
        {
            Debug.Log("Cannot find ScoreController script for final score referencing to GameOver - finalAcquired Label");
        }

        if (this.instructLabel2 != null)
        {
            this.instructLabel2.enabled = false;
        }
    }
Exemple #32
0
    /// <summary>
    ///     ''' Handles the user SwinGame.
    ///     ''' </summary>
    ///     ''' <remarks>
    ///     ''' Reads key and mouse input and converts these into
    ///     ''' actions for the game to perform. The actions
    ///     ''' performed depend upon the state of the game.
    ///     ''' </remarks>
    public static void HandleUserInput()
    {
        // Read incoming input events
        SwinGame.ProcessEvents();

        if (CurrentState == GameState.ViewingMainMenu)
        {
            MenuController.HandleMainMenuInput();
        }
        else if (CurrentState == GameState.ViewingGameMenu)
        {
            MenuController.HandleGameMenuInput();
        }
        else if (CurrentState == GameState.AlteringSettings)
        {
            MenuController.HandleSetupMenuInput();
        }
        else if (CurrentState == GameState.ChangingMusic)         //Recently Added
        {
            MenuController.HandleMusicMenuInput();
        }
        else if (CurrentState == GameState.Deploying)
        {
            DeploymentController.HandleDeploymentInput();
        }
        else if (CurrentState == GameState.Discovering)
        {
            DiscoveryController.HandleDiscoveryInput();
        }
        else if (CurrentState == GameState.AlteringOption)         //RECENTLY ADDED
        {
            MenuController.HandleOptionMenuInput();
        }
        else if (CurrentState == GameState.EndingGame)
        {
            EndingGameController.HandleEndOfGameInput();
        }
        else if (CurrentState == GameState.ViewingHighScores)
        {
            HighScoreController.HandleHighScoreInput();
        }

        UtilityFunctions.UpdateAnimations();
    }
    /// <summary>
    /// Handles the user SwinGame.
    /// </summary>
    /// <remarks>
    /// Reads key and mouse input and converts these into
    /// actions for the game to perform. The actions
    /// performed depend upon the state of the game.
    /// </remarks>
    public static void HandleUserInput()
    {
        //Read incoming input events
        SwinGame.ProcessEvents();

        switch (CurrentState)
        {
        case GameState.ViewingMainMenu:
            MenuController.HandleMainMenuInput();
            break;

        case GameState.ViewingGameMenu:
            MenuController.HandleGameMenuInput();
            break;

        case GameState.AlteringSettings:
            MenuController.HandleSetupMenuInput();
            break;

        case GameState.Deploying:
            DeploymentController.HandleDeploymentInput();
            break;

        case GameState.Discovering:
            DiscoveryController.HandleDiscoveryInput();
            break;

        case GameState.EndingGame:
            EndingGameController.HandleEndOfGameInput();
            break;

        case GameState.ViewingHighScores:
            HighScoreController.HandleHighScoreInput();
            break;
        }
        if (SwinGame.MouseClicked(MouseButton.LeftButton))
        {
            if (UtilityFunctions.IsMouseInRectangle(HOME_BUTTON_LEFT, TOP_BUTTONS_TOP, HOME_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }
        }
        UtilityFunctions.UpdateAnimations();
    }
Exemple #34
0
    // Use this for initialization
    void Start()
    {
        //these are in here because the unity player has issues when resolution is set in the inspector and changed after a build has been created.
        //PlayerPrefs.DeleteAll();
        //Application.Quit();

        //set up gameobject references
        m_BoardController     = m_Board.GetComponent <BoardController>();
        m_CameraController    = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFollow>();
        m_HighScoreController = GameObject.FindGameObjectWithTag("HighScoreSystem").GetComponent <HighScoreController>();

        //set game state
        m_GameState = GameStates.Initialisation;

        //set up other variables
        m_CameraController.SetOffset(gameObject);
        m_Menu.SetActive(false);
        m_GameOverText.text = "";
    }
 void Start()
 {
     if (highScoreInstance == null)
         highScoreInstance = this;
     else if (highScoreInstance != this)
         Destroy(gameObject);
 }
 void InitialiseScripts()
 {
     if(highScoreController==null){
         highScoreController=GameObject.Find ("HighScoreObject").GetComponent<HighScoreController>();
     }
 }
    IEnumerator EndGame()
    {
        isEnemySpawn = false;                                                                                         // stop spawning enemy
        isPickUpSpawn = false;                                                                                        // stop spawning pick ups
        yield return new WaitForSeconds(endWait);                                                                     // wait some time that player will se his death

        medalAwardingFor.SaveMedals();                                                                                // save all player medals information that will be necessary to display in gameOver screen
        SaveScores();

        HighScoreController highScoreController = new HighScoreController();
        highScoreController.SaveScoreInHighScore(score);                                                              // save player score in highscore

        GameObject.FindGameObjectWithTag("Canvas").GetComponent<MenuManager>().ShowMenu(gameOverMenu);                // find MenuManager and switch menu to gameOver
        StopAllCoroutines();                                                                                          // it prevents to spawn objects after end the game

        CursorController.instance.ShowCursor();                                                                       // player has possibility to move the cursor
        pause.StopPause();                                                                                            // now player can't call the pause menu
    }
    // Use this for initialization
    void Awake()
    {
        highScoreInstance = GetComponent<HighScoreController> ();
        highScore = new List<int>();
        AssignTextFields (10);
        //SetExemplaryScore ();
        //SaveScore ();
        highScore.Clear ();
        //PlayerPrefs.DeleteAll ();
        LoadHighScores ();
        SetTop (10);
        DontDestroyOnLoad (gameObject);
        //DebugScores ();

        Debug.Log ("Start of HighScoreController");
    }
 // Use this for initialization
 void Start()
 {
     this._highScoreController = GameObject.FindWithTag ("HighScoreController").GetComponent ("HighScoreController") as HighScoreController;
     this.finalScoreLabel.text = "Score: " + this._highScoreController.finalScore;
 }
 void Start()
 {
     highScoreController = gameObject.GetComponent<HighScoreController>();
 }