Post Jam updates (Fullscreen, Demo Mode, Calm the AI down)

This commit is contained in:
Texel 2021-05-03 05:20:03 -04:00
parent 95579bcc3e
commit 1c0607804f
17 changed files with 913 additions and 26 deletions

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@ -19,7 +19,7 @@ public class Tutorial : MonoBehaviour {
public GameBoard board;
void Drop() => board.board = board.DropNow(board.board);
WaitUntil UntilDrop() => new WaitUntil(()=>board.delayState.Equals(GameBoard.DelayState.None));
WaitUntil UntilDrop() => new WaitUntil(() => board.delayState.Equals(GameBoard.DelayState.None));
// Start is called before the first frame update
void Start() {
@ -35,7 +35,7 @@ public class Tutorial : MonoBehaviour {
IEnumerator TutorialRoutine() {
board.board = BoardStateExtension.Initialize();
board.nextPair = (new TileInfo(TileKind.Block,TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
board.currentPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
SetText("TUTORIAL_INTRO", "Welcome to Touhou: Luminous Strike!");
@ -72,7 +72,7 @@ public class Tutorial : MonoBehaviour {
SetText("TUTORIAL_COLORS", "But of course, lanterns come in a variety of colors");
activePatchyNumber = 1;
for(int i = 0; i < GameBoard.COLUMN; ++i) {
for (int i = 0; i < GameBoard.COLUMN; ++i) {
bs[i].AddRange(new[] {
new TileInfo(TileKind.Block, TileColor.Red),
new TileInfo(TileKind.Block, TileColor.Blue),
@ -144,7 +144,7 @@ public class Tutorial : MonoBehaviour {
yield return new WaitForSeconds(2f);
SetText("TUTORIAL_EXTRA", "Lanterns always come in pairs, but you can swap with the next pair by pressing [Z]");
activePatchyNumber = 3;
for(int i = 0; i < 5; ++i) {
for (int i = 0; i < 5; ++i) {
board.SwapTiles();
yield return new WaitForSeconds(1f);
}
@ -160,7 +160,7 @@ public class Tutorial : MonoBehaviour {
activePatchyNumber = 3;
SetText("TUTORIAL_EXTRA3", "Finally, be cautious, as if your board fills up, it will collapse and you will lose.");
for(int i = 0; i < 12; ++i) {
for (int i = 0; i < 12; ++i) {
yield return new WaitForSeconds(0.15f);
for (int j = 0; j < GameBoard.COLUMN; ++j) {
yield return new WaitForSeconds(0.05f);

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FullscreenToggler : MonoBehaviour {
public Sprite Fullscreen, Window;
// Start is called before the first frame update
void Start() {
GetComponent<Button>().onClick.AddListener(onButtonClick);
}
void onButtonClick() {
Screen.fullScreen = !Screen.fullScreen;
}
// Update is called once per frame
void Update() {
bool state = Screen.fullScreen;
var img = GetComponent<Image>().sprite = state ? Fullscreen : Window;
}
}

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@ -142,7 +142,10 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
ApplyTrash();
delayState = DelayState.None;
UpdateNow();
}
}
return;
@ -172,8 +175,11 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
} else {
timeInState = airCollapseTime; // instant
}
lastState = DelayState.Collapse;
delayState = DelayState.Collapse;
UpdateNow();
return;
}
}
@ -194,6 +200,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
if (timeInState > AutoDeathTime) {
if (dangerLevel > ROW) {
ApplyTrash();
UpdateNow();
} else {
timeInState = 0; // Reset the time in state before we check autodeath again
}

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@ -43,8 +43,12 @@ public class GameBoardInstance : MonoBehaviour {
player1.Stop();
player2.Stop();
if (wasInDemo) {
ExitGame(true);
} else {
StartCoroutine(EndGameTimer(5f));
}
}
} else if (state == GameState.Continue){
var response = -1;
if (NetworkManager.inRoom){
@ -92,7 +96,7 @@ public class GameBoardInstance : MonoBehaviour {
player2.Clear();
}
public void SetupGame(){
public void SetupGame(bool asDemo = false){
System.Action callback;
ClearGame();
@ -111,6 +115,9 @@ public class GameBoardInstance : MonoBehaviour {
player2.authorityID = -1;
callback = StartSinglePlayer;
if (asDemo) callback = StartDemo;
// why isn't this legal???
//callback = asDemo ? StartDemo : StartSinglePlayer;
}
player1.Setup();
@ -153,15 +160,32 @@ public class GameBoardInstance : MonoBehaviour {
Rematch.Instance.Setup();
}
static bool wasInDemo = false;
private void StartSinglePlayer(){
player1.StartGame();
player2.StartGame();
player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
//player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
player2.StartAI(new[] { 2f, 0.5f, 0.2f, 0f }[AIDifficulty]);
wasInDemo = false;
}
[ContextMenu("Start Demo")]
private void StartDemo() {
player1.StartGame();
player2.StartGame();
player1.StartAI(Random.value * 0.4f);
player2.StartAI(Random.value * 0.4f);
wasInDemo = true;
}
private void StartMultiPlayer(){
player1.StartGame();
player2.StartGame();
wasInDemo = false;
}
public void ExitGame(bool force = false){

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@ -23,6 +23,7 @@ public class GameBoardRender : MonoBehaviour {
[Header("Extra")]
public TileRender place1;
public TileRender place2;
public TileRender place1a, place2a; // Ghost tile display
public TileRender place3, place4; // Next tile display
public SimpleAnimationLoop[] characterAnimations;
@ -124,9 +125,15 @@ public class GameBoardRender : MonoBehaviour {
place1 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
place2 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
place1a = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
place2a = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
place3 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
place4 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
place1a.transform.localPosition = Vector3.zero;
place2a.transform.localPosition = Vector3.zero;
place1.transform.localPosition = Vector3.zero;
place2.transform.localPosition = Vector3.zero;
place3.transform.localPosition = Vector3.zero;
@ -220,6 +227,8 @@ public class GameBoardRender : MonoBehaviour {
public void ClearPlacement(){
place1.ClearDisplay();
place2.ClearDisplay();
place1a.ClearDisplay();
place2a.ClearDisplay();
place3.ClearDisplay();
place4.ClearDisplay();
}
@ -237,6 +246,35 @@ public class GameBoardRender : MonoBehaviour {
place1.SetDisplay(left, left.color, left.kind);
place2.SetDisplay(right, right.color, right.kind);
int min = Mathf.Min(leftPosition.x, rightPosition.x), max = Mathf.Max(rightPosition.x, leftPosition.x);
if (min >= 0 && max < GameBoard.COLUMN) {
int leftHeight = board.board[leftPosition.x].Count;
int rightHeight = board.board[rightPosition.x].Count;
switch(board.playerRotation) {
case 3:
leftHeight += 1;
break;
case 1:
rightHeight += 1;
break;
}
place1a.transform.localPosition = new Vector3(leftPosition.x * width, leftHeight * height);
place2a.transform.localPosition = new Vector3(rightPosition.x * width, rightHeight * height);
place1a.SetDisplay(left.color, left.kind);
place2a.SetDisplay(right.color, right.kind);
var fade = new Color(1, 1, 1, board.delayState.Equals(GameBoard.DelayState.None) ? 0.5f : 0.0f);
place1a.renderer.color = fade;
place2a.renderer.color = fade;
} else {
place1a.ClearDisplay();
place2a.ClearDisplay();
}
}
void RebuildStack(Transform root, TileList tiles){

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View File

@ -109,6 +109,8 @@ public class GameTransition : MonoBehaviour {
private bool prevState;
private bool curState;
public float timeSinceInputOnRoot = 0f;
private void Update() {
// obscure fix to input field + esc
@ -148,7 +150,21 @@ public class GameTransition : MonoBehaviour {
}
}
if (state == GameState.Menu) {
timeSinceInputOnRoot += Time.deltaTime;
if (timeSinceInputOnRoot > 15) {
//state = GameState.SinglePlayer;
GameBoardInstance.instance.SetupGame(true);
Debug.Log("Starting Demo");
timeSinceInputOnRoot = 0;
}
} else {
timeSinceInputOnRoot = 0f;
}
if (Input.anyKey)
timeSinceInputOnRoot = 0f;
// transform
var dist = Time.deltaTime * lerpSpeed;

View File

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