Exemple #1
0
    // The first screen the player sees. Invites the player to click and displays the current high score.
    void introState()
    {
        // Do this when we first enter this state
        if (!stateReady)
        {
            foreach (GameObject X in openingScreen) // display all needed game objects
            {
                X.SetActive(true);
            }
            highScoreDisplay.text = "High Score: " + TimeTracker.formatTime(PlayerPrefs.GetFloat("HighScore")); // display high score in proper format

            stateReady = true;
            menuBGM.Play();
        }

        // These are what get us out of the state
        if (Input.GetMouseButton(0) || Input.GetMouseButton(1) || Input.GetMouseButton(2))
        {
            killIntroState();
            turboMode = false;
        }
        else if (Input.GetKey(KeyCode.T))
        {
            killIntroState();
            turboMode = true;
        }
    }
Exemple #2
0
    // This is the screen that plays after every round.
    void playAgainState()
    {
        // Do this when we first enter this state.
        if (!stateReady)
        {
            foreach (GameObject X in endingScreen) // display all needed game objects
            {
                X.SetActive(true);
            }

            // Display player score, high score, and a notice if they beat it
            yourScoreDisplay.text = "Your Score: " + TimeTracker.formatTime(currentPlayerScore); // display player Score in proper format
            highScoreDisplay.gameObject.SetActive(true);
            if (currentPlayerScore > PlayerPrefs.GetFloat("HighScore"))
            {
                newHighScoreDisplay.SetActive(true);
                highScoreDisplay.text = "Old High Score: " + TimeTracker.formatTime(PlayerPrefs.GetFloat("HighScore")); // display high score in proper format
                PlayerPrefs.SetFloat("HighScore", currentPlayerScore);
            }
            else
            {
                highScoreDisplay.text = "Current High Score: " + TimeTracker.formatTime(PlayerPrefs.GetFloat("HighScore")); // display high score in proper format
            }

            // If you do good, be informed of turbo mode
            if (currentPlayerScore > turboNoticeThreshold)
            {
                turboNotice.SetActive(true);
            }

            menuBGM.Play();
            stateReady = true;
        }

        // These are what get us out of this state.
        if (Input.GetMouseButton(0) || Input.GetMouseButton(1) || Input.GetMouseButton(2))
        {
            killPlayAgainState();
            turboMode = false;
        }
        else if (Input.GetKey(KeyCode.T))
        {
            killPlayAgainState();
            turboMode = true;
        }
    }