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January 14, 2017 15:39
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11.12 Let the game get to the game over state once the player beats the last level
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' Game class | |
Method OnUpdate() | |
Local time_delta:Float = Float(engine.CalcDeltaTime())/60.0 | |
If (player.box.GetText() = "DESTROYED" And play_scene.isActive) | |
play_scene.SetActive(False) | |
game_over_scene.SetActive(True) | |
game_over_scene.SetVisible(True) | |
game_over_scene.SetAlpha(1.0) | |
' reset the game if the player won or lost | |
Else If (game_over_scene.isActive Or game_won_scene.isActive) | |
If (KeyDown(KEY_ENTER)) | |
ResetGame() | |
End | |
Else If (next_level_scene.isActive) | |
If (KeyDown(KEY_ENTER)) | |
NextLevel() | |
End | |
Else | |
If (Self.game_state = STATE_LEVEL) | |
If (Millisecs() - Self.start_time > Self.boss_time) | |
Self.game_state = STATE_BOSS | |
CreateFinalBoss() | |
Else If ((Millisecs() - Self.last_enemy_time) > Self.next_enemy_interval) | |
CreateEnemy() | |
Self.last_enemy_time = Millisecs() | |
End | |
Else If (Self.game_state = STATE_BOSS) | |
If (final_boss.box.GetText() = "DESTROYED" And play_scene.isActive) | |
Self.player.IncreaseScore(final_boss.point_value) | |
final_boss.box.Remove() | |
' Update the current level when the boss is defeated | |
Self.current_level += 1 | |
play_scene.SetActive(False) | |
' set the scene to the game won scene if the the player just beat the final level | |
If (current_level > FINAL_LEVEL) | |
game_won_scene.SetActive(True) | |
game_won_scene.SetVisible(True) | |
game_won_scene.SetAlpha(1.0) | |
Else | |
next_level_scene.SetActive(True) | |
next_level_scene.SetVisible(True) | |
next_level_scene.SetAlpha(1.0) | |
End | |
Else | |
' .................. | |
End | |
' ............... | |
' Update the Reset game method to handle game won reset as well | |
Method ResetGame() | |
current_level = 1 | |
game_state = STATE_LEVEL | |
start_time = Millisecs() | |
game_won_scene.SetActive(False) | |
game_won_scene.SetVisible(False) | |
game_over_scene.SetActive(False) | |
game_over_scene.SetVisible(False) | |
next_level_scene.SetActive(False) | |
next_level_scene.SetVisible(False) | |
play_scene.SetActive(True) | |
play_scene.SetAlpha(1.0) | |
Self.player.box.Remove() | |
CreatePlayer() | |
For Local enemy:Character = Eachin Self.enemies | |
enemy.box.Remove() | |
Self.enemies.RemoveFirst(enemy) | |
End | |
For Local projectile:Projectile = Eachin Self.projectiles | |
projectile.box.Remove() | |
Self.projectiles.RemoveFirst(projectile) | |
End | |
End | |
Method NextLevel() | |
game_state = STATE_LEVEL | |
start_time = Millisecs() | |
next_level_scene.SetActive(False) | |
next_level_scene.SetVisible(False) | |
game_over_scene.SetVisible(False) | |
' Hide the game won scene when we go to the next level | |
game_won_scene.SetVisible(False) | |
play_scene.SetActive(True) | |
play_scene.SetAlpha(1.0) | |
For Local enemy:Character = Eachin Self.enemies | |
enemy.box.Remove() | |
Self.enemies.RemoveFirst(enemy) | |
End | |
For Local projectile:Projectile = Eachin Self.projectiles | |
projectile.box.Remove() | |
Self.projectiles.RemoveFirst(projectile) | |
End | |
final_boss.box.Remove() | |
End |
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