-
Notifications
You must be signed in to change notification settings - Fork 1
/
GameController.cs
298 lines (244 loc) · 8.19 KB
/
GameController.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine.Networking;
using TMPro;
public class GameController : MonoBehaviour
{
public Text scoreText;
// Access to player (for restarting)
private PlayerController player;
// Control panels
public PanelController panelController;
// Access camera to move
public CameraController cam;
// Access background controller to move
BgController bgController;
// Access AudioManager
public AudioController audioController;
// Draw High Score line
public LineRenderer hiscoreLine;
public TextMeshPro hiscoreText;
// UI Elements
public GameObject HUD, PauseMenu, GameOverMenu;
// Pause Menu
public TextMeshProUGUI pauseScoreText;
// Game Over Meny
public TextMeshProUGUI newHiscoreText, gameOverHiscoreText, gameOverScoreText;
// Difficulty settings
private int[] levels = { 0, 1500, 4000, 15000 };
private int currLevel = 0;
public int score = 0;
// Tracks if game is paused
private bool isGamePaused = false;
// Score calculation
private float initHeight = -1.5f;
private float maxHeight = -1.5f;
private float scoreMultiplier = 200;
// Use this for initialization
void Start()
{
scoreText.text = "Score: " + score;
bgController = gameObject.GetComponent<BgController>();
// Spawn player
GameObject playerObj = Instantiate(Resources.Load("Prefabs/Player")) as GameObject;
player = playerObj.GetComponent<PlayerController>();
player.name = "Player";
player.Initialize(gameObject.GetComponent<GameController>(), initHeight);
// Spawn initial panels
panelController.Spawn(currLevel);
// Set high score line
setHiscoreLine();
// Ensure screen never times out
Screen.sleepTimeout = SleepTimeout.NeverSleep;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
if (Time.timeScale == 1) Pause();
else Unpause();
}
}
void OnApplicationPause(bool paused)
{
if (paused) Pause();
}
public void Pause()
{
if (isGamePaused) return;
isGamePaused = true;
Time.timeScale = 0;
audioController.Pause();
pauseScoreText.text = "SCORE: " + score;
HUD.SetActive(false);
PauseMenu.SetActive(true);
}
public void Unpause()
{
if (!isGamePaused) return;
isGamePaused = false;
Time.timeScale = 1;
audioController.Resume();
HUD.SetActive(true);
PauseMenu.SetActive(false);
}
public void Restart()
{
// If paused, unpause first
if (Time.timeScale == 0 || isGamePaused)
{
Time.timeScale = 1;
isGamePaused = false;
}
// Re-initialize vars
currLevel = 0;
maxHeight = initHeight;
score = 0;
scoreText.text = "Score: " + score;
// Reset camera view
cam.ResetCamera();
// Reset background
bgController.Initialize();
// If player is destroyed, instantiate it
if (player == null)
{
GameObject playerObj = Instantiate(Resources.Load("Prefabs/Player")) as GameObject;
player = playerObj.GetComponent<PlayerController>();
player.name = "Player";
}
// Initialize player
player.Initialize(gameObject.GetComponent<GameController>(), initHeight);
// Set high score line
setHiscoreLine();
// Clear old panels
panelController.Restart();
// Spawn initial panels
panelController.Spawn(currLevel);
// Play music
audioController.Restart();
}
public void UpdateHeight(float height)
{
if (height <= maxHeight) return;
// Update score
setScore((int)((height - initHeight) * scoreMultiplier));
// Update difficulty level
if (currLevel < levels.Length - 1 && score >= levels[currLevel + 1])
{
currLevel++;
audioController.SwitchMusic(currLevel);
}
// Move camera
cam.MoveCamera(height - maxHeight);
// Move background
bgController.Scroll(height - maxHeight);
maxHeight = height;
}
// Called when player is falling
public void OnDescent()
{
if (panelController.CanSpawnNext()) panelController.Spawn(currLevel);
// Check for panels to despawn
panelController.Despawn();
}
// Called when player is dead
public void GameOver()
{
int hiscore = PlayerPrefs.GetInt("hiscore", 0);
if (score > hiscore)
{
// Save the new hiscore
PlayerPrefs.SetInt("hiscore", score);
newHiscoreText.enabled = true;
gameOverHiscoreText.enabled = false;
StartCoroutine(updateHiscore(score));
}
else if (hiscore == 0)
{
newHiscoreText.enabled = false;
gameOverHiscoreText.enabled = false;
}
else
{
newHiscoreText.enabled = false;
gameOverHiscoreText.enabled = true;
gameOverHiscoreText.text = "HIGH SCORE: " + hiscore;
}
gameOverScoreText.text = "SCORE: " + score;
// Destroy player
player.KillPlayer();
// Stop background music and play "game over" audio
audioController.GameOver();
// Switch UI
HUD.SetActive(false);
GameOverMenu.SetActive(true);
isGamePaused = true;
}
// Updates high score on leaderboards
IEnumerator updateHiscore(int score)
{
JSONObject entry = new JSONObject(JSONObject.Type.OBJECT);
entry.AddField("name", PlayerPrefs.GetString("PlayerName", "Anon"));
entry.AddField("score", score);
var request = new UnityWebRequest("https://astrojumpgame.firebaseio.com/leaderboards.json", "POST");
byte[] bodyRaw = Encoding.UTF8.GetBytes(entry.ToString());
request.uploadHandler = (UploadHandler) new UploadHandlerRaw(bodyRaw);
request.downloadHandler = (DownloadHandler) new DownloadHandlerBuffer();
request.SetRequestHeader("Content-Type", "application/json");
yield return request.SendWebRequest();
if (request.isNetworkError || request.isHttpError)
{
Debug.Log(request.error);
Debug.Log(request.downloadHandler.text);
}
}
void setScore(int newScore)
{
score = newScore;
// Update the score text
scoreText.text = "Score: " + score;
}
// Set high score line
void setHiscoreLine()
{
int hiscore = PlayerPrefs.GetInt("hiscore", 0);
if (hiscore > 0)
{
float hiscoreY = hiscore / scoreMultiplier + initHeight;
Camera cam = Camera.main;
Vector3 pos = Camera.main.ScreenToWorldPoint(new Vector3(0, 0, 0.5f));
pos.y = hiscoreY;
hiscoreLine.SetPosition(0, pos);
pos = cam.ScreenToWorldPoint(new Vector3(Screen.width, 0, 0.5f));
pos.y = hiscoreY;
hiscoreLine.SetPosition(1, pos);
hiscoreLine.material = new Material(Shader.Find("Sprites/Default"));
hiscoreLine.sortingLayerName = "Hiscore";
hiscoreLine.startColor = Color.yellow;
hiscoreLine.endColor = Color.yellow;
// Set high score text
pos = hiscoreText.transform.position;
pos.y = hiscoreY + 0.3f;
hiscoreText.transform.position = pos;
hiscoreText.color = Color.yellow;
hiscoreText.gameObject.SetActive(true);
}
else
{
hiscoreLine.gameObject.SetActive(false);
hiscoreText.gameObject.SetActive(false);
}
}
public void MainMenu()
{
// If player has not been destroyed, destroy it
if (player != null) player.KillPlayer();
// If game was paused (from pause menu), unpause
if (Time.timeScale == 0) Time.timeScale = 1;
SceneManager.LoadScene(0);
}
}