//<summary>
        // create all objects necessary for sound game
        // including sound blanks, letters, jars, and word object
        //</summary>
        void LoadSoundGameWord(string word)
        {
            // get properties of current word in game
            WordProperties prop = WordProperties.GetWordProperties(word);

            if (prop != null)
            {
                // phonemes in word
                string[] phonemes = prop.Phonemes();
                // scale of word object
                float objScale = prop.ObjScale();
                // create sound blanks that are scrambled
                BlankCreation.CreateScrambledBlanks(word, phonemes, "Circle", "MovableBlank", "SoundGame");
                // create word object
                WordCreation.CreateWord(word, phonemes, "TargetLetter", "SoundGame");
                CreateWordImage(word, objScale);
                // create jars that "hold" each letter
            }
            else
            {
                Debug.LogWarning("Cannot find word properties");
            }
            CreateJars();
            // make letters black color
            GameObject[] tar = GameObject.FindGameObjectsWithTag(Constants.Tags.TAG_TARGET_LETTER);
            foreach (GameObject go in tar)
            {
                go.GetComponent <SpriteRenderer>().color = Color.black;
            }
        }
Esempio n. 2
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        // create all objects necessary for sound game
        // including sound blanks, letters, jars, and word object
        void LoadSoundGameWord(string word)
        {
            // get properties of current word in game
            WordProperties prop = WordProperties.GetWordProperties(word);

            string[] phonemes = prop.Phonemes();           // phonemes in word
            float    objScale = prop.ObjScale();           // scale of word object

            // create sound blanks that are scrambled
            BlankCreation.CreateScrambledBlanks(word, phonemes, "Circle", "MovableBlank", "SoundGame");

            // create word object
            WordCreation.CreateWord(word, phonemes, "TargetLetter", "SoundGame");
            CreateWordImage(word, objScale);

            // create jars that "hold" each letter
            CreateJars();

            // make letters black color
            GameObject[] tar = GameObject.FindGameObjectsWithTag("TargetLetter");
            foreach (GameObject go in tar)
            {
                go.GetComponent <SpriteRenderer> ().color = Color.black;
            }
        }
Esempio n. 3
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        //<summary>
        // Play sound attached to object
        //</summary>
        public void PlaySound(GameObject go)
        {
            //find word in scene
            GameObject word = GameObject.FindGameObjectWithTag(Constants.Tags.TAG_WORD_OBJECT);
            //get phonemes of the word
            WordProperties prop = WordProperties.GetWordProperties(word.transform.name);

            // phonemes in word
            string[] phonemes = prop.Phonemes();
            //if phoeme contains the current letter
            //play the phoneme for that letter
            foreach (string sound in phonemes)
            {
                if (sound.Contains(go.transform.name))
                {
                    AudioSource audioSource = gameObject.AddComponent <AudioSource>();
                    string      file        = "Audio" + "/Phonemes/" + sound;
                    Debug.Log(file);
                    audioSource.clip = Resources.Load(file) as AudioClip;
                    if (audioSource.clip != null)
                    {
                        //play sound clip
                        audioSource.Play();
                    }
                    else
                    {
                        Debug.LogWarning("Cannot find audio file");
                    }
                }
            }
        }
Esempio n. 4
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        // create all letters and word object
        void LoadSpellingLesson(string word)
        {
            // get properties of current word being learned
            WordProperties prop = WordProperties.GetWordProperties(word);

            string[] phonemes = prop.Phonemes();           // phonemes in word
            float    objScale = prop.ObjScale();           // scale of object

            // create movable and target letters
            WordCreation.CreateMovableAndTargetWords(word, phonemes);

            // create word object
            CreateWordImage(word, objScale);
        }
Esempio n. 5
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        // create all objects necessary for spelling game
        // including letters, blanks, and word object
        void LoadSpellingGameWord(string word)
        {
            // get properties of current word in game
            WordProperties prop = WordProperties.GetWordProperties(word);

            string[] phonemes = prop.Phonemes();           // phonemes in word
            float    objScale = prop.ObjScale();           // scale of object

            // create word with scrambled letters
            WordCreation.CreateScrambledWord(word, phonemes);

            // create blanks
            BlankCreation.CreateBlanks(word, phonemes, "Rectangle", "TargetBlank", "SpellingGame");

            // create word object
            CreateWordImage(word, objScale);
        }
Esempio n. 6
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        //<summary>
        //Play audio clip for while pulsing the letter once
        //float index: order/position of the letter in the word
        //Synchronizes the pulse and sound for each letter
        //</summary>
        void PlaySoundAndPulseLetter(GameObject go, int index)
        {
            //find word, the letters are part of
            GameObject word = GameObject.FindGameObjectWithTag(Constants.Tags.TAG_WORD_OBJECT);

            if (word != null)
            {
                //get the phonemes for the word in the scene
                WordProperties prop = WordProperties.GetWordProperties(word.transform.name);
                if (prop != null)
                {
                    // phonemes in word
                    string[] phonemes = prop.Phonemes();
                    //create an audio source
                    AudioSource audioSource = gameObject.AddComponent <AudioSource>();
                    //load and play audio file attached to the letters
                    string file = "Audio" + "/Phonemes/" + phonemes[index];
                    audioSource.clip = Resources.Load(file) as AudioClip;
                    if (audioSource != null)
                    {
                        audioSource.PlayDelayed(index * clipLength);
                        StartCoroutine(PulseLetter(go, index * clipLength));
                    }
                    else
                    {
                        Debug.LogWarning("Cannot find" + file + " audio component");
                    }
                }
                else
                {
                    Debug.LogError("Cannot find" + prop.name + "properties component");
                }
            }
            else
            {
                Debug.LogError("Cannot find" + word.name + " in scene");
            }
        }