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highscores.lua
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local composer = require("composer")
local json = require("json")
local widget = require("widget")
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
local scoresTable = {}
local filePath = system.pathForFile("scores.json", system.DocumentsDirectory)
local function loadScores()
--loading the file and decoding the contents
local file = io.open(filePath, "r")
if file then
local contents = file:read("*a")
io.close(file)
scoresTable = json.decode(contents)
end
--if theres nothing on the index, set to 0
if (scoresTable == nil or #scoresTable == 0) then
scoresTable = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
end
end
local function saveScores()
--remove the score if greater than 10
for i = #scoresTable, 11, -1 do
table.remove(scoresTable, i)
end
--open file and save the scores
local file = io.open(filePath, "w")
if file then
file:write(json.encode(scoresTable))
io.close(file)
end
end
--menu button listener
local function gotoMenu()
composer.gotoScene("menu", {time = 800, effect = "crossFade"})
end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create(event)
local sceneGroup = self.view
-- Code here runs when the scene is first created but has not yet appeared on screen
loadScores()
--putting the game over score in the table
table.insert(scoresTable, composer.getVariable("finalScore"))
composer.setVariable("finalScore", 0)
local function compare(a, b)
return a > b
end
table.sort(scoresTable, compare)
saveScores()
--loading the ui elements
local scoreFont = native.newFont("Kenney Pixel.ttf", 50)
local menuBackground = display.newImage(sceneGroup, "Sprites/titleBg.png", display.contentCenterX, display.contentCenterY)
local backPanel = display.newImage(sceneGroup, "Sprites/panel_beige.png", display.contentCenterX, display.contentCenterY - 15)
local highScoresHeader = display.newText(sceneGroup, "High Scores", display.contentCenterX, display.contentCenterY / 2, "Kenney Pixel.ttf", 60)
highScoresHeader:setFillColor(0.49, 0.43, 0.27)
--displaying the scores
for i = 1, 10 do
if (i <= 5) then
if (scoresTable[i]) then
local yPos = 200 + (i * 56)
local rankNum = display.newText(sceneGroup, i .. ")", display.contentCenterX - 100, yPos / 2, scoreFont)
rankNum:setFillColor(0.49, 0.43, 0.27)
rankNum.anchorX = 1
local thisScore = display.newText(sceneGroup, scoresTable[i], display.contentCenterX - 60, yPos / 2, scoreFont)
thisScore:setFillColor(0.63, 0.55, 0.36)
thisScore.anchorX = 0
end
else
if (scoresTable[i]) then
local yPos = 200 + ((i - 5) * 56)
local rankNum = display.newText(sceneGroup, i .. ")", display.contentCenterX + 60, yPos / 2, scoreFont)
rankNum:setFillColor(0.49, 0.43, 0.27)
rankNum.anchorX = 1
local thisScore = display.newText(sceneGroup, scoresTable[i], display.contentCenterX + 100, yPos / 2, scoreFont)
thisScore:setFillColor(0.63, 0.55, 0.36)
thisScore.anchorX = 0
end
end
end
--loading ui button
menuButton = widget.newButton(
{
x = display.contentCenterX,
y = display.contentCenterY + 130,
width = 190,
height = 50,
defaultFile = "Sprites/button.png",
overFile = "Sprites/button_pressed.png",
label = "Menu",
font = "Kenney Pixel.ttf",
fontSize = 35,
labelColor = {default = {0.49, 0.43, 0.27}, over = {0.63, 0.55, 0.36}},
labelYOffset = -4,
onEvent = gotoMenu
})
sceneGroup:insert(menuButton)
--local menuButton = display.newText( sceneGroup, "Menu", display.contentCenterX, display.contentCenterY + (display.contentCenterY / 2) + 50, scoreFont )
--menuButton:setFillColor( 0.75, 0.78, 1 )
--menuButton:addEventListener( "tap", gotoMenu )
end
-- show()
function scene:show(event)
local sceneGroup = self.view
local phase = event.phase
if (phase == "will") then
-- Code here runs when the scene is still off screen (but is about to come on screen)
elseif (phase == "did") then
-- Code here runs when the scene is entirely on screen
end
end
-- hide()
function scene:hide(event)
local sceneGroup = self.view
local phase = event.phase
if (phase == "will") then
-- Code here runs when the scene is on screen (but is about to go off screen)
elseif (phase == "did") then
-- Code here runs immediately after the scene goes entirely off screen
audio.stop(1)
composer.removeScene("highscores")
end
end
-- destroy()
function scene:destroy(event)
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
audio.dispose(bgmTrack)
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener("create", scene)
scene:addEventListener("show", scene)
scene:addEventListener("hide", scene)
scene:addEventListener("destroy", scene)
-- -----------------------------------------------------------------------------------
return scene