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lotsa cabs

master
Josh 2 years ago
parent
commit
b2caefcfb2
  1. 31
      bumblebar/Assets/Cabinet.cs
  2. 158
      bumblebar/Assets/Player.cs
  3. 8
      bumblebar/Assets/Prefabs.meta
  4. 535
      bumblebar/Assets/Prefabs/Cabinet Prefab.prefab
  5. 7
      bumblebar/Assets/Prefabs/Cabinet Prefab.prefab.meta
  6. 377
      bumblebar/Assets/Prefabs/Player Prefab.prefab
  7. 7
      bumblebar/Assets/Prefabs/Player Prefab.prefab.meta
  8. 4113
      bumblebar/Assets/Scenes/SampleScene.unity
  9. 108
      bumblebar/Assets/Sprites/screenshots/a1.png.meta
  10. 108
      bumblebar/Assets/Sprites/screenshots/b.png.meta
  11. 108
      bumblebar/Assets/Sprites/screenshots/c.png.meta
  12. 108
      bumblebar/Assets/Sprites/screenshots/d.png.meta
  13. 108
      bumblebar/Assets/Sprites/screenshots/e.png.meta
  14. 108
      bumblebar/Assets/Sprites/screenshots/f.png.meta
  15. 108
      bumblebar/Assets/Sprites/screenshots/g.png.meta
  16. 108
      bumblebar/Assets/Sprites/screenshots/h.png.meta
  17. 108
      bumblebar/Assets/Sprites/screenshots/i.png.meta
  18. 108
      bumblebar/Assets/Sprites/screenshots/j.png.meta
  19. 108
      bumblebar/Assets/Sprites/screenshots/k.png.meta
  20. 108
      bumblebar/Assets/Sprites/screenshots/l.png.meta
  21. 108
      bumblebar/Assets/Sprites/screenshots/m.png.meta
  22. 108
      bumblebar/Assets/Sprites/screenshots/o.png.meta
  23. 108
      bumblebar/Assets/Sprites/screenshots/p.png.meta
  24. 108
      bumblebar/Assets/Sprites/screenshots/q.png.meta
  25. 108
      bumblebar/Assets/Sprites/screenshots/r.png.meta
  26. 108
      bumblebar/Assets/Sprites/screenshots/s.png.meta
  27. 108
      bumblebar/Assets/Sprites/screenshots/t.png.meta
  28. 108
      bumblebar/Assets/Sprites/screenshots/u.png.meta
  29. 108
      bumblebar/Assets/Sprites/screenshots/v.png.meta
  30. 108
      bumblebar/Assets/Sprites/screenshots/w.png.meta
  31. 108
      bumblebar/Assets/Sprites/screenshots/x.png.meta
  32. 108
      bumblebar/Assets/Sprites/screenshots/y.png.meta
  33. 108
      bumblebar/Assets/Sprites/screenshots/z.png.meta

31
bumblebar/Assets/Cabinet.cs

@ -5,12 +5,16 @@ using UnityEngine.UI;
public class Cabinet : MonoBehaviour
{
[SerializeField] string Title;
[SerializeField] string _title;
[SerializeField] Genre _genre;
[SerializeField] Sprite _screenshot;
int _highScore = 100;
string _initials = "JLD";
int _year;
[SerializeField] Text _text;
[SerializeField] Image _screenshotScript;
[SerializeField] Text _textBottom;
public enum Genre
{
@ -22,15 +26,16 @@ public class Cabinet : MonoBehaviour
STRATEGY
}
[SerializeField] Genre _genre;
public int HighScore { get => _highScore; set => _highScore = value; }
public string Initials { get => _initials; set => _initials = value; }
public string Title { get => _title; }
// Start is called before the first frame update
void Start()
{
_year = Random.RandomRange(1920, 2025);
_year = Random.Range(1920, 2025);
_screenshotScript.sprite = _screenshot;
HideText();
}
@ -38,6 +43,13 @@ public class Cabinet : MonoBehaviour
public void HideText()
{
ShowText(false);
ShowScreenshotAndBottom(false);
}
public void ShowScreenshotAndBottom(bool visible = true)
{
_screenshotScript.gameObject.SetActive(visible);
_textBottom.gameObject.SetActive(visible);
}
public void ShowText(bool visible = true)
@ -45,12 +57,23 @@ public class Cabinet : MonoBehaviour
_text.transform.parent.gameObject.SetActive(visible);
}
public void ShowInfo(Player player)
public void ShowInfo(Player player, int hiScore, int xp)
{
_text.text = "<b>" + Title.ToUpper() + "</b>\n" +
_genre.ToString().ToUpper() + "\n" +
"HI-SCORE " + _initials.ToUpper() + " " + _highScore.ToString();
_textBottom.text = "Your hi-score: " + hiScore + "\n" +
"Your XP: " + xp + "\n";
ShowScreenshotAndBottom(true);
ShowText();
}
public void SetText(string text)
{
_text.text = text;
ShowText();
}

158
bumblebar/Assets/Player.cs

@ -1,20 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Player : MonoBehaviour
{
Rigidbody2D _rigidbody;
Cabinet _activeCabinet;
Dictionary<string, int> _xp = new Dictionary<string, int>();
Dictionary<string, int> _personalHighScore = new Dictionary<string, int>();
[SerializeField] Text _text;
[SerializeField] string _initials;
int _quarters = 3;
public enum State
{
CHILLIN,
PLAYIN,
DRINKIN
}
State _state = State.CHILLIN;
public string Initials { get => _initials; set => _initials = value; }
public int Quarters { get => _quarters; set => _quarters = value; }
// Start is called before the first frame update
void Start()
{
_rigidbody = GetComponent<Rigidbody2D>();
HideText();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
if (_state == State.CHILLIN && _activeCabinet != null)
{
StartCoroutine(PlayRoutine());
}
else if (_state == State.PLAYIN && _activeCabinet != null)
{
StopPlaying();
}
}
}
void FixedUpdate()
@ -35,6 +67,124 @@ public class Player : MonoBehaviour
{
_rigidbody.velocity += SPEED * Vector2.right;
}
}
void StopPlaying()
{
StopAllCoroutines();
_activeCabinet = null;
_state = State.CHILLIN;
HideText();
}
void SetPlayingText(string prefix, int lives, int score)
{
string livesText = "";
for (int i = 0; i < lives; ++i)
{
livesText += "t";
}
//pad with spaces
for (int i = lives; i < 3; ++i)
{
livesText += " ";
}
SetText("Lives: " + livesText + " Score: " + score + "\n\n" + prefix);
}
public void ShowText(bool visible = true)
{
_text.transform.parent.gameObject.SetActive(visible);
}
public void HideText()
{
ShowText(false);
}
void SetText(string text)
{
_text.text = text;
}
void InitDictionaries()
{
if (_xp.ContainsKey(_activeCabinet.Title) == false)
{
_xp[_activeCabinet.Title] = 0;
}
if (_personalHighScore.ContainsKey(_activeCabinet.Title) == false)
{
_personalHighScore[_activeCabinet.Title] = 0;
}
}
IEnumerator PlayRoutine()
{
_state = State.PLAYIN;
_activeCabinet.HideText();
while (Quarters > 0)
{
SetText("Inserting quarter.\n" +
"[" + Quarters + " left]");
Quarters--;
ShowText();
yield return new WaitForSeconds(1.9f);
int score = 0;
int lives = 3;
InitDictionaries();
int xp = _xp[_activeCabinet.Title];
float delay;
do
{
const float DELAY_MULTIPLIER = .02f;
SetPlayingText("Playing.", lives, score);
delay = Random.Range((float)xp, 100.0f) * DELAY_MULTIPLIER;
score += Random.Range(xp, 100);
yield return new WaitForSeconds(delay);
SetPlayingText("Playing..", lives, score);
delay = Random.Range((float)xp, 100.0f) * DELAY_MULTIPLIER;
score += Random.Range(xp, 100);
yield return new WaitForSeconds(delay);
SetPlayingText("Playing...", lives, score);
delay = Random.Range((float)xp, 100.0f) * DELAY_MULTIPLIER;
score += Random.Range(xp, 100);
yield return new WaitForSeconds(delay);
lives--;
}
while (lives > 0);
_xp[_activeCabinet.Title]++;
SetText("GAME OVER!\n\nScore: " + score);
yield return new WaitForSeconds(1.9f);
if (score > _personalHighScore[_activeCabinet.Title])
{
SetText("New personal best! " + score);
_personalHighScore[_activeCabinet.Title] = score;
}
yield return new WaitForSeconds(1.9f);
if (score > _activeCabinet.HighScore)
{
SetText("New HI-SCORE! " + score);
_activeCabinet.HighScore = score;
_activeCabinet.Initials = Initials;
}
yield return new WaitForSeconds(1.9f);
}
SetText("Out of quarters");
ShowText();
yield return new WaitForSeconds(1.9f);
HideText();
}
private void OnCollisionEnter2D(Collision2D collision)
@ -42,7 +192,9 @@ public class Player : MonoBehaviour
Cabinet cabinet = collision.gameObject.transform.parent.gameObject.GetComponent<Cabinet>();
if (cabinet)
{
cabinet.ShowInfo(this);
_activeCabinet = cabinet;
InitDictionaries();
cabinet.ShowInfo(this, _personalHighScore[_activeCabinet.Title], _xp[_activeCabinet.Title]);
}
}
@ -52,6 +204,8 @@ public class Player : MonoBehaviour
if (cabinet)
{
cabinet.HideText();
StopPlaying();
}
}
}

8
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