コード例 #1
0
ファイル: LoadSmallIntestine.cs プロジェクト: richardshi/mdp
    /**
     * Holds a background image up for the specified time.
     * Loads the correct level
     */
    void Update()
    {
        timePassed -= Time.deltaTime;                   // decrement the time passed variable by how much time since the last update call

        if (timePassed < 0)                             // check if the maximum time has passed
        {
            // if it has load the correct si level


            if (level.getLevel() == 0)
            {
                Application.LoadLevel("SmallIntestineTutorial");
            }
            else if (level.getLevel() % 2 == 0)
            {
                Application.LoadLevel("SmallIntestineEven");
            }
            else
            {
                Application.LoadLevel("SmallIntestineOdd");
            }

            /*
             * if (level.getLevel () == 0) {
             *      Application.LoadLevel ("SmallIntestineTutorial");
             * } else if (level.getLevel () == 1) {
             *      Application.LoadLevel("SmallIntestineOdd");
             * } else if (level.getLevel () == 4) {
             *      Application.LoadLevel("SmallIntestineOdd");
             * }
             */
        }
    }
コード例 #2
0
    /**
     * for checking if the new score earned is the highest ever and if it is save it
     */
    void saveHighScore()
    {
        // load the previously saved highest score
        prevHighScore = PlayerPrefs.GetInt("SI" + (level.getLevel() - 1));

        // check if the new score is higher than the previous high score
        if (prevHighScore < numStars)
        {
            // if it is the high score save it
            prevHighScore = numStars;
            PlayerPrefs.SetInt("SI" + (level.getLevel() - 1), numStars);
        }
    }
コード例 #3
0
    /**
     * Handles drawing of game over popup menu
     */
    void OnGUI()
    {
        float scale       = 234f / 489f;
        float buttonWidth = Screen.width * 0.1591796875f;


        // draw the game over popup box in the middle of the screen
        GUI.DrawTexture(new Rect(Screen.width * 0.26953125f,
                                 Screen.height * 0.18359375f,
                                 Screen.width * 0.4609375f,
                                 Screen.height * 0.6328125f), gameOverPopup);

        // draw restart button
        if (GUI.Button(new Rect(Screen.width * 0.3251953125f,
                                Screen.height * 0.66666666666f,
                                buttonWidth,
                                buttonWidth * scale), "", restart))
        {
            // if restart is pressed
            Time.timeScale = 1;                                                                 // unpause the game
            GameObject chooseBackground          = GameObject.Find("ChooseBackground");         // find the background chooser
            SmallIntestineLoadLevelCounter level = chooseBackground.GetComponent <SmallIntestineLoadLevelCounter>();

            // restart from the correct level
            if (level.getLevel() % 2 == 0)
            {
                Application.LoadLevel("SmallIntestineEven");
            }
            else
            {
                Application.LoadLevel("SmallIntestineOdd");
            }
        }

        // draw main menu button
        if (GUI.Button(new Rect(Screen.width * 0.5166015625f,
                                Screen.height * 0.66666666666f,
                                buttonWidth,
                                buttonWidth * scale), "", mainMenu))
        {
            // if main menu is selected
            Time.timeScale = 1;                                                         // unpause the game
            GameObject chooseBackground          = GameObject.Find("ChooseBackground"); // find the background chooser
            SmallIntestineLoadLevelCounter level = chooseBackground.GetComponent <SmallIntestineLoadLevelCounter>();
            level.resetLevel();                                                         // reset the small intestine current level to 1 for next time
            Application.LoadLevel("MainMenu");                                          // load the main menu
        }
    }
コード例 #4
0
ファイル: GameOver.cs プロジェクト: richardshi/mdp
    /**
     * Handles drawing of game over popup menu
     */
    void OnGUI()
    {
        // draw the game over popup box in the middle of the screen
        GUI.DrawTexture(new Rect(Screen.width * 0.3193359375f,
                                 Screen.height * 0.28515625f,
                                 Screen.width * 0.3603515625f,
                                 Screen.height * 0.248697917f), gameOverPopup);

        // draw restart button
        if (GUI.Button(new Rect(Screen.width * 0.41015625f,
                                Screen.height * 0.41927083f,
                                Screen.width * 0.0654296875f,
                                Screen.height * 0.06640625f), "", restart))
        {
            // if restart is pressed
            Time.timeScale = 1;                                                                 // unpause the game
            GameObject chooseBackground          = GameObject.Find("ChooseBackground");         // find the background chooser
            SmallIntestineLoadLevelCounter level = chooseBackground.GetComponent <SmallIntestineLoadLevelCounter>();

            // restart from the correct level
            if (level.getLevel() % 2 == 0)
            {
                Application.LoadLevel("SmallIntestineEven");
            }
            else
            {
                Application.LoadLevel("SmallIntestineOdd");
            }
        }

        // draw main menu button
        if (GUI.Button(new Rect(Screen.width * 0.53125f,
                                Screen.height * 0.41927083f,
                                Screen.width * 0.0654296875f,
                                Screen.height * 0.06640625f), "", mainMenu))
        {
            // if main menu is selected
            Time.timeScale = 1;                                                         // unpause the game
            GameObject chooseBackground          = GameObject.Find("ChooseBackground"); // find the background chooser
            SmallIntestineLoadLevelCounter level = chooseBackground.GetComponent <SmallIntestineLoadLevelCounter>();
            level.resetLevel();                                                         // reset the small intestine current level to 1 for next time
            Application.LoadLevel("MainMenu");                                          // load the main menu
        }
    }
コード例 #5
0
ファイル: SkipGameButton.cs プロジェクト: richardshi/mdp
    /**
     * Draws the return button and handles drawing the Quit game pop up if necessary
     */

    void OnGUI()
    {
        // this just handles the menu button in the corner
        if (Time.timeScale != 0)                // don't draw the main menu button if timescale is 0 because this means there is some
        // other user control option up such as game over
        {
            if (GUI.Button(new Rect(Screen.width * x,  //.79f,
                                    Screen.height * y, //0.01822916f,
                                    Screen.width * .09f,
                                    Screen.height * .06f), "", mainMenuStyle))
            {
                if (scence == "Mouth")
                {
                    fp.setPaused();
                }
                Time.timeScale = 0;                             // pause the game
                confirmUp      = true;                          // throw flag
            }
        }

        // if the menu button has been pressed
        if (confirmUp)                          // confirm the user wants to exit to the main menu
        {
            GUI.depth--;

            // draw gui texture that holds box with buttons
            GUI.DrawTexture(new Rect(Screen.width * 0.3193359375f,
                                     Screen.height * 0.28515625f,
                                     Screen.width * 0.3603515625f,
                                     Screen.height * 0.248697917f), confirmPopup);

            // draw "skip game" button
            if (GUI.Button(new Rect(Screen.width * 0.3903f,
                                    Screen.height * 0.41927083f,
                                    Screen.width * 0.1025f,
                                    Screen.height * 0.06640625f), "", confirmYes))
            {
                // if the "skip game" button was pressed
                Time.timeScale = 1;                                                     // unpause the game
                if (level == "SmallIntestineLevel1")
                {
                    GameObject chooseBackground            = GameObject.Find("ChooseBackground");               // find the background chooser
                    SmallIntestineLoadLevelCounter SIlevel = chooseBackground.GetComponent <SmallIntestineLoadLevelCounter>();
                    SIlevel.nextLevel();
                    if (SIlevel.getLevel() <= SIlevel.getMaxLevels())
                    {
                        Application.LoadLevel("LoadLevelSmallIntestine");
                    }
                    else
                    {
                        Application.LoadLevel("SmallIntestineEndStoryboard");
                    }
                }
                else
                {
                    Application.LoadLevel(level);                       // return to the main menu
                }
            }

            // draw "keep going" button
            if (GUI.Button(new Rect(Screen.width * 0.51125f,
                                    Screen.height * 0.41927083f,
                                    Screen.width * 0.1025f,
                                    Screen.height * 0.06640625f), "", confirmNo))
            {
                // if the "keep going" button was pressed
                Time.timeScale = 1;                                                     // unpause the game
                if (scence == "Mouth")
                {
                    fp.setPaused();
                }
                confirmUp = false;                                                      // unflag the confirm up variable
            }
        }
    }
コード例 #6
0
ファイル: LoadSmallIntestine.cs プロジェクト: richardshi/mdp
    /**
     * Chooses and draws the correct loading screen image
     */
    void OnGUI()
    {
        counter = GameObject.Find("ChooseBackground");                                  // find a reference to the background chooser
        level   = counter.GetComponent <SmallIntestineLoadLevelCounter> ();             // to get a reference to the script on the background chooser

        // draw the loading screen texture across the entire screen
        GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), backgrounds [Mathf.Clamp(level.getLevel(), 0, level.getMaxLevels())]);
    }
コード例 #7
0
ファイル: SpawnManager.cs プロジェクト: richardshi/mdp
    public bool end = false;                          //!< to remember if we are done reading new waves from a script

    /**
     * Use this for initialization
     * Check if game was loaded properly. If not reload.
     * Start spawning waves.
     */
    void Start()
    {
        level = null;                                             // initially set the reference to null

        GameObject counter = GameObject.Find("ChooseBackground"); // try to find an instance of the background chooser

        if (counter != null)                                      // if the counter is not null we can continue as normal with initialization
        {
            // if the counter was there we can just get the level
            level = counter.GetComponent <SmallIntestineLoadLevelCounter> ();
        }
        else           // if we start the level from the game itself just start at level 0, 1, or 2 appropriately
        {
            // this part should only happen if we start the game from the wrong scene in the unity editor
            // if the counter wasn't there reload properly
            // this will reload the entire game from the level it was supposed to be loaded from
            if (Application.loadedLevelName == "SmallIntestineTutorial")
            {
                // if we load directly from the tutorial scene, then reload the si game from level 0
                PlayerPrefs.SetInt("DesiredSILevel", 0);
                PlayerPrefs.Save();
                Application.LoadLevel("LoadLevelSmallIntestine");
            }
            else if (Application.loadedLevelName == "SmallIntestineOdd")
            {
                // if we load directly from the si odd scene, then reload the si game from level 1
                PlayerPrefs.SetInt("DesiredSILevel", 1);
                PlayerPrefs.Save();
                Application.LoadLevel("LoadLevelSmallIntestine");
            }
            else if (Application.loadedLevelName == "SmallIntestineEven")
            {
                // if we load directly from the si even scene, then reload the game from level 2
                PlayerPrefs.SetInt("DesiredSILevel", 2);
                PlayerPrefs.Save();
                Application.LoadLevel("LoadLevelSmallIntestine");;
            }
        }

        // load in the script info
        if (counter != null)            // guard check to prevent this code from executing before the game is reloaded
        {
            // start loading in the script
            loadScript = new LoadScript();                                                                      // create a new script loader

            //if (!level.getTutorial ()) {									//if not tutorial

            waves = loadScript.loadIntestineLevel(level.getLevel(), level.isTutorial(), level.getTutorialNum()); // get the waves for the correct script

            currentWave = 0;                                                                                     // set the current wave index to 0

            waveDelay       = waves[0].startDelay;                                                               // get the start delay from the first parsed wave
            waveTime        = waves[0].runTime;                                                                  // get the run time from the first parsed wave
            SpawnInterval   = waves[0].nutrientSpawnInterval;                                                    // get the nutrient spawn interval from the first parsed wave
            speed           = waves[0].nutrientSpeed;                                                            // get the nutrient speed from the first parsed wave
            availableColors = waves[0].colors;                                                                   // get the colors for the first parsed wave
            minNutrients    = waves[0].minBlobs;                                                                 // get the min blobs for the first parsed wave
            maxNutrients    = waves[0].maxBlobs;                                                                 // get the max blobs for the first parsed wave

            m_TimeSinceLastSpawn = 0f;                                                                           // start the timesincelastspawn variable to 0
        }

        // we don't use debug config in the tutorial level so check that we aren't in the tutorial level before
        // we look for a reference to the debugger to get the debug script
        if (Application.loadedLevelName != "SmallIntestineTutorial")
        {
            debugConfig = ((GameObject)GameObject.Find("Debug Config")).GetComponent <DebugConfig>();
        }
    }