Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        Screen.orientation  = ScreenOrientation.LandscapeLeft;
        _timer              = 0.0f;
        Screen.sleepTimeout = SleepTimeout.NeverSleep;

        Gameoptions.Start();
        _countList         = new int [6];
        _lockTimer         = 0;
        _gameStateTimer    = 0;
        _gameState         = EDU_GAMESTATES.STARTUP;
        _stateStart        = true;
        _correctBurstTimer = 0;
    }
Esempio n. 2
0
    void UpdateEduGameLogic()
    {
        _gameStateTimer += Time.deltaTime;

        switch (_gameState)
        {
        case EDU_GAMESTATES.STARTUP:
            _gameStateTimer = 0;
            _gameState      = EDU_GAMESTATES.PROMPT;
            _stateStart     = true;
            break;

        case EDU_GAMESTATES.PROMPT:
            //Audio for Color guess CUE//


            if (_gameStateTimer > 3.0)
            {
                _gameStateTimer = 0;
                _gameState      = EDU_GAMESTATES.DISPLAY;
                _stateStart     = true;
            }
            break;

        case EDU_GAMESTATES.DISPLAY:
            if (_stateStart)
            {
                Firework script1 = (Firework)fireWork.GetComponent("Firework");
                script1.color   = GetColor();
                _gameStateTimer = 0;
                _stateStart     = false;
                Vector3 pos1 = new Vector3(Random.Range(0, 45) / 5 - 4, Random.Range(0, 30) / 5 - 1, 0);
                Instantiate(fireWork, pos1, Quaternion.identity);
            }
            else if (_gameStateTimer >= _burstRandomTimer)
            {
                _gameStateTimer = 0;
                Firework script1 = (Firework)fireWork.GetComponent("Firework");
                script1.color = GetColor(_color);
                Vector3 pos1 = new Vector3(Random.Range(0, 45) / 5 - 4, Random.Range(0, 30) / 5 - 1, 0);
                Instantiate(fireWork, pos1, Quaternion.identity);

                SetRandomTimer(0.5f);
                if (Random.Range(1, 3) == 1)
                {
                    _gameState  = EDU_GAMESTATES.WAIT;
                    _stateStart = true;
                }
            }

            break;

        case EDU_GAMESTATES.WAIT:

            if (_gameStateTimer > _burstRandomTimer)
            {
                Firework script = (Firework)fireWork.GetComponent("Firework");
                script.color = GetColor(_color);
                Vector3 pos = new Vector3(Random.Range(0, 45) / 5 - 4, Random.Range(0, 30) / 5 - 1, 0);
                Instantiate(fireWork, pos, Quaternion.identity);
                _gameStateTimer = 0;

                SetRandomTimer(2.5f);
            }

            break;

        case EDU_GAMESTATES.CORRECT:
            //audio correct prompt play//
            if (_stateStart)
            {
                _correctBurstTimer = 0;
                SetRandomTimer(0.70f);
                _stateStart = false;
            }
            _correctBurstTimer += Time.deltaTime;

            if (_correctBurstTimer >= _burstRandomTimer)
            {
                Firework script2 = (Firework)fireWork.GetComponent("Firework");
                script2.color = GetColor();
                Vector3 pos2 = new Vector3(Random.Range(0, 45) / 5 - 4, Random.Range(0, 30) / 5 - 1, 0);
                Instantiate(fireWork, pos2, Quaternion.identity);

                _correctBurstTimer = 0;
                SetRandomTimer(0.70f);
            }

            if (_gameStateTimer > 3.0)
            {
                _gameState = EDU_GAMESTATES.CLEANUP;
            }
            break;

        case EDU_GAMESTATES.INCORRECT:
            //audio incorrect prompt play//

            if (_gameStateTimer > 3.0)
            {
                _gameState = EDU_GAMESTATES.WAIT;
            }
            break;

        case EDU_GAMESTATES.CLEANUP:


            _gameState = EDU_GAMESTATES.STARTUP;
            break;
        }
    }
Esempio n. 3
0
    void OnGUI()
    {
        GUIScale.SetGuiMatrix();
        GUI.skin.label.fontSize  = 72;
        GUI.skin.button.fontSize = 48;
        GUI.skin.box.fontSize    = 36;


        if (Gameoptions.TypeGame == 1)
        {
            for (int i = 0; i < Gameoptions.NumColors; i++)
            {
                if (_gameState != EDU_GAMESTATES.WAIT)
                {
                    GUI.enabled = false;
                }
                if (GUI.Button(new Rect((GUIScale.virtualWidth / Gameoptions.NumColors) * i,
                                        GUIScale.virtualHeight * 0.85f,
                                        (GUIScale.virtualWidth / Gameoptions.NumColors),
                                        GUIScale.virtualHeight * 0.15f),
                               GetColorString(i)) && _gameState == EDU_GAMESTATES.WAIT)
                {
                    if (_color == i)
                    {
                        _gameState      = EDU_GAMESTATES.CORRECT;
                        _gameStateTimer = 0;
                        _stateStart     = true;
                    }
                    else
                    {
                        _gameState      = EDU_GAMESTATES.INCORRECT;
                        _gameStateTimer = 0;
                        _stateStart     = true;
                    }
                }
            }

            GUI.enabled = true;

            if (_gameState == EDU_GAMESTATES.PROMPT)
            {
                GUI.skin.box.fontSize = 72;
                GUI.Box(new Rect(GUIScale.virtualWidth * 0.2f, GUIScale.virtualHeight * 0.3f, GUIScale.virtualWidth * 0.6f, 86), "Guess the Color!");
            }
            else if (_gameState == EDU_GAMESTATES.CORRECT)
            {
                GUI.skin.box.fontSize = 72;
                GUI.Box(new Rect(GUIScale.virtualWidth * 0.2f, GUIScale.virtualHeight * 0.3f, GUIScale.virtualWidth * 0.6f, 86), "Thats Right!");
            }
            else if (_gameState == EDU_GAMESTATES.INCORRECT)
            {
                GUI.skin.box.fontSize = 72;
                GUI.Box(new Rect(GUIScale.virtualWidth * 0.2f, GUIScale.virtualHeight * 0.3f, GUIScale.virtualWidth * 0.6f, 86), "Not Quite! Guess again!");
            }
        }

        if (Gameoptions.TypeGame == 3)
        {
            for (int i = 0; i < _countList.Length; i++)
            {
                if (_gameState != EDU_GAMESTATES.WAIT)
                {
                    GUI.enabled = false;
                }
                if (GUI.Button(new Rect((GUIScale.virtualWidth / _countList.Length) * i,
                                        GUIScale.virtualHeight * 0.85f,
                                        (GUIScale.virtualWidth / _countList.Length),
                                        GUIScale.virtualHeight * 0.15f),
                               GetArrayString(i)) && _gameState == EDU_GAMESTATES.WAIT)
                {
                    if (_countList[i] == countTarget)
                    {
                        _gameState      = EDU_GAMESTATES.CORRECT;
                        _gameStateTimer = 0;
                        _stateStart     = true;
                    }
                    else
                    {
                        _gameState      = EDU_GAMESTATES.INCORRECT;
                        _gameStateTimer = 0;
                        _stateStart     = true;
                    }
                }
            }

            GUI.enabled = true;

            if (_gameState == EDU_GAMESTATES.PROMPT)
            {
                GUI.skin.box.fontSize = 72;
                GUI.Box(new Rect(GUIScale.virtualWidth * 0.2f, GUIScale.virtualHeight * 0.3f, GUIScale.virtualWidth * 0.6f, 86), "Count the Fireworks!");
            }
            else if (_gameState == EDU_GAMESTATES.CORRECT)
            {
                GUI.skin.box.fontSize = 72;
                GUI.Box(new Rect(GUIScale.virtualWidth * 0.2f, GUIScale.virtualHeight * 0.3f, GUIScale.virtualWidth * 0.6f, 86), "Thats Right!");
            }
            else if (_gameState == EDU_GAMESTATES.INCORRECT)
            {
                GUI.skin.box.fontSize = 72;
                GUI.Box(new Rect(GUIScale.virtualWidth * 0.2f, GUIScale.virtualHeight * 0.3f, GUIScale.virtualWidth * 0.6f, 86), "Not Quite!");
            }
        }
    }
Esempio n. 4
0
    //Having two game type updates is totally unnecesary, but I wrote the original code so long ago
    //I forget how it works to modify it for counting game.
    void UpdateCountGameLogic()
    {
        _gameStateTimer += Time.deltaTime;

        switch (_gameState)
        {
        case EDU_GAMESTATES.STARTUP:
            _gameStateTimer = 0;
            _gameState      = EDU_GAMESTATES.PROMPT;
            _stateStart     = true;
            break;

        case EDU_GAMESTATES.PROMPT:
            //Audio for Color guess CUE//


            if (_gameStateTimer > 3.0)
            {
                _gameStateTimer = 0;
                _gameState      = EDU_GAMESTATES.DISPLAY;
                _stateStart     = true;
            }
            break;

        case EDU_GAMESTATES.DISPLAY:
            if (_stateStart)
            {
                //Firework script1 = (Firework)fireWork.GetComponent("Firework");
                //script1.color = GetColor();
                _gameStateTimer = 3.0f;
                countCurrent    = 0;
                _stateStart     = false;
                countTarget     = Random.Range(1, 9);
            }
            if (_gameStateTimer > 2.5)
            {
                Firework script1 = (Firework)fireWork.GetComponent("Firework");
                script1.color = GetColor();
                Vector3 pos1 = new Vector3(Random.Range(0, 45) / 5 - 4, Random.Range(0, 30) / 5 - 1, 0);
                Instantiate(fireWork, pos1, Quaternion.identity);
                countCurrent++;
                _gameStateTimer = Random.Range(0, 1.0f);
            }

            if (countCurrent == countTarget)
            {
                _gameState  = EDU_GAMESTATES.WAIT;
                _stateStart = true;
                GenerateCountList();
            }

            break;

        case EDU_GAMESTATES.WAIT:

            break;
        //If no correct state set to startup//

        case EDU_GAMESTATES.CORRECT:
            //audio correct prompt play//
            a_audio.Correct();

            if (_stateStart)
            {
                _correctBurstTimer = 0;
                SetRandomTimer(0.70f);
                _stateStart = false;
            }
            _correctBurstTimer += Time.deltaTime;

            if (_correctBurstTimer >= _burstRandomTimer)
            {
                Firework script2 = (Firework)fireWork.GetComponent("Firework");
                script2.color = GetColor();
                Vector3 pos2 = new Vector3(Random.Range(0, 45) / 5 - 4, Random.Range(0, 30) / 5 - 1, 0);
                Instantiate(fireWork, pos2, Quaternion.identity);

                _correctBurstTimer = 0;
                SetRandomTimer(0.70f);
            }

            if (_gameStateTimer > 3.0)
            {
                _gameState = EDU_GAMESTATES.CLEANUP;
            }
            break;

        case EDU_GAMESTATES.INCORRECT:
            //audio incorrect prompt play//

            if (_gameStateTimer > 3.0)
            {
                _gameState = EDU_GAMESTATES.CLEANUP;
            }
            break;

        case EDU_GAMESTATES.CLEANUP:

            _gameState = EDU_GAMESTATES.STARTUP;
            break;


        default:
            _gameState = EDU_GAMESTATES.STARTUP;
            break;
        }
        ;
    }