Exemplo n.º 1
0
    void PassOrFail()
    {
        if (levelPass && success == false)
        {
            // You succeeded!
            // Show success panel and mark as complete
            gameController.GetComponent <GameController>().passChallenge = true;
            success = true;
            faceController.SetHappyImage(99f);
            StartCoroutine(LevelCompleteCoroutine());
            if (challengeNumber < 36)
            {
                PlayerPrefs.SetInt("Challenge_" + (challengeNumber + 1).ToString(), 1);
            }
            //challengeHighScore = PlayerPrefs.GetFloat("ChallengeScore_" + challengeNumber.ToString());
            Debug.Log("Challenge High Score is: " + challengeHighScore);
            if (gameController.score > challengeHighScore)
            {
                PlayerPrefs.SetFloat("ChallengeScore_" + challengeNumber.ToString(), gameController.score);
            }

            // if score is higher than high score, mark in PlayerPrefs as the new high score
        }
        else if (levelFail && fail == false && gameController.lives > 0)
        {
            // GAME OVER BUDDY!
            // Exit and do NOT mark as complete
            fail = true;
            faceController.SetArghImage(99f);
            if (FistTable.instance.fistSpecial == 17)
            {
                gameController.CalculateFist20BonusCoins();
            }
            gameController.GetComponent <GameController>().savedCoinScore += gameController.GetComponent <GameController>().coinScore;
            gameController.GetComponent <GameController>().bonusCoinScore++;            //Get 1 coin for losing as long as you "tried"
            gameController.GetComponent <GameController>().savedCoinScore += gameController.GetComponent <GameController>().bonusCoinScore;
            PlayerPrefs.SetInt(GamePreferences.CoinScore, gameController.GetComponent <GameController>().savedCoinScore);
            gameOverController.GetComponent <GameOverController>().GameOver();
        }
    }
Exemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && gameOver == false && lifeLost == false && gamePaused == false)
        {
            float tempX = Input.mousePosition.x / pixelsPerX;
            float tempY = Input.mousePosition.y / pixelsPerY;
            Debug.Log("TempY is: " + tempY);
            mouseX = tempX - (worldWidth / 2); // You COULD add Camera.main.transform.position.x but it is always 0
            mouseY = tempY - (worldHeight / 2) + Camera.main.transform.position.y;
            if (tempY > 1.28f)                 //So you don't accidentally "punch" something below the status screen
            {
                InstantiateSocko();
            }
        }
        if (lives <= 0 && gameOver == false)
        {
            gameOver        = true;
            savedCoinScore += coinScore;
            if (FistTable.instance.fistSpecial == 17)
            {
                CalculateFist20BonusCoins();
            }
            faceController.SetArghImage(99f);
            if (MasterControl.instance.set_difficulty == MasterControl.difficulty.CHALLENGE)
            {
                bonusCoinScore++;                       //Get 1 coin for losing as long as you "tried"
                savedCoinScore += bonusCoinScore;
            }

            if (MasterControl.instance.set_difficulty != MasterControl.difficulty.CHALLENGE)
            {
                CalculateBonusCoins();
                savedCoinScore += bonusCoinScore;
            }
            PlayerPrefs.SetInt(GamePreferences.CoinScore, savedCoinScore);
            if (score > highScore)
            {
                SetHighScore();
            }
            if (MasterControl.instance.scoreAttack && score > highScoreScoreAttack)
            {
                SetHighScoreScoreAttack();
            }
            gameOverController.GameOver();
        }

        //For fist specials 12 (100000 = 1 life), 14 (50000 = 1 life), and 15 (every 25000 = 1 life)
        if (score >= 100000f && collectedLifeWithFistSpecial14 == false && FistTable.instance.fistSpecial == 14)
        {
            collectedLifeWithFistSpecial14 = true;
            lives++;
            UpdateLives();
        }
        else if (score >= 50000f && collectedLifeWithFistSpecial12 == false && FistTable.instance.fistSpecial == 12)
        {
            collectedLifeWithFistSpecial12 = true;
            lives++;
            UpdateLives();
        }
        else if (score >= extraLifeForFist24 && extraLifeForFist24 < 1000000f && FistTable.instance.fistSpecial == 15)
        {
            extraLifeForFist24 += extraLife25000;
            lives++;
            UpdateLives();
        }
    }