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Wrapping Up

We have the majority of a game now, but let’s do a couple small things to make it a bit more complete.

Adding Points to Other Things

We want every feature on the playfield to score something. Add a new mode that will assign a static score to each feature on the playfield. First, add a few new constants to the existing Assets/Scripts/Modes/BWTScoreValues.cs and lower the values of certain feature scores.

Assets/Scripts/Modes/BWTScoreValues.cs

    public static class Scores
    {
        public const long MULTIBALL_JACKPOT_BASE_VALUE      = 0;
        public const long MULTIBALL_FULL_SHIP_BONUS             = 0;
        public const long MULTIBALL_BALL_LOCKED                 = 0;
        public const long MULTIBALL_BALL_NOT_LOCKED             = 0;
        public const long MULTIBALL_START                   = 0;
        public const int MULTIBALL_SUPER_DUPER_X            = 0;
        public const long ALL_MODES_COMPLETED               = 0;
        public const long RIGHT_RAMP_HITS                   = 0;
        public const long LEFT_RAMP_HITS                    = 0;
        public const long POP_HITS_MIN                      = 1;
        public const long POP_HITS_MAX                      = 1;
        public const long SLING_HITS_MIN                    = 1;
        public const long SLING_HITS_MAX                    = 1;
        public const long LIGHT_LOCK_PROGRESS               = 0;
        public const long LIGHT_LOCK_NO_PROGRESS            = 0;
        public const long MODE_COMPLETED                    = 0;
        public const long LANES_COMPLETED                   = 0;
        public const long SKILLSHOT                         = 0;
        public const long FINALE_COMPLETED                  = 0;
        public const long BONUS_LANE_COMPLETIONS            = 0;
        public const long TARGET_HIT_SCORE                  = 10;
        public const long LOOP_HIT_SCORE                    = 3;
    }

Now create two simple EventHandlers that will do nothing but score these values for the two different types. Create Assets/Scripts/Modes/GameModes/BasicScoreMode.cs

Assets/Scripts/Modes/GameModes/BasicScoreMode.cs

using System;
using System.Collections.Generic;
using Multimorphic.P3;
using Multimorphic.P3App.Modes;
using Multimorphic.NetProcMachine.Config;

namespace Gammagoat.BWT.Modes
{
    public class BasicScoreMode : P3Mode
    {
        public BasicScoreMode (P3Controller controller, int priority)
            : base(controller, priority)
        {
        }

        public bool TargetHitEventHandler(string eventName, object eventData) {
            ScoreManager.Score(Scores.TARGET_HIT_SCORE);
            return EVENT_CONTINUE;
        }

        public bool LoopHitEventHandler(string eventName, object eventData) {
            ScoreManager.Score(Scores.LOOP_HIT_SCORE);
            return EVENT_CONTINUE;
        }

        public override void mode_started ()
        {
            base.mode_started ();
        }
    }
}

Modify the constructor to parse the configuration and register the appropriate EventHandlers for the targets and loops in the game.

Assets/Scripts/Modes/GameModes/BasicScoreMode.cs

        public BasicScoreMode (P3Controller controller, int priority)
            : base(controller, priority)
        {
            foreach (BallPathDefinition shot in p3.BallPaths.Values)
            {
                if (shot.ExitType == BallPathExitType.Target )
                {
                    AddModeEventHandler(shot.CompletedEvent, TargetHitEventHandler, priority);
                }
                else if (shot.ExitType == BallPathExitType.PlayfieldLocation)
                {
                    foreach (string tag in shot.Tags)
                    {
                        if (tag == "Loop")
                        {
                            AddModeEventHandler(shot.CompletedEvent, LoopHitEventHandler, priority);
                            break;
                        }
                    }
                }
            }
        }

All that remains to add our mode to the BWTHomeMode.

Assets/Scripts/Modes/SceneModes/BWTHomeMode.cs

        private BasicScoreMode _basicScoreMode;

In the constructor add:

Assets/Scripts/Modes/SceneModes/BWTHomeMode.cs

            // Gammagoat.BWT.Modes.BWTHomeMode.BWTHomeMode

            _basicScoreMode = new BasicScoreMode(p3, BWTPriorities.PRIORITY_HOME - 1);

In mode_started add:

Assets/Scripts/Modes/SceneModes/BWTHomeMode.cs

            // Gammagoat.BWT.Modes.BWTHomeMode.mode_started

            p3.AddMode(_basicScoreMode);

In mode_stopped add:

Assets/Scripts/Modes/SceneModes/BWTHomeMode.cs

            // Gammagoat.BWT.Modes.BWTHomeMode.mode_stopped

            p3.RemoveMode(_basicScoreMode);

There are other base game features like slingshots that are handled differently. We will make the slings score. Add the following EventHandler.

Assets/Scripts/Modes/GameModes/BasicScoreMode.cs

        public bool ShotsModeEventHandler(string eventName, object eventData)
        {
            long score = 0;
            switch (eventName)
            {
                case BWTEventNames.RightSlingHit:
                case BWTEventNames.LeftSlingHit:
                    score = Scores.SLING_HITS_MIN;
                    break;
                default:
                    score = 0;
                    break;
            }       
            ScoreManager.Score(score);
            return EVENT_CONTINUE;
        }

Register the event handlers in the constructor.

Assets/Scripts/Modes/GameModes/BasicScoreMode.cs

            // Gammagoat.BWT.Modes.BasicScoreMode.BasicScoreMode

            // Slings
            AddModeEventHandler(BWTEventNames.LeftSlingHit, ShotsModeEventHandler, priority);
            AddModeEventHandler(BWTEventNames.RightSlingHit, ShotsModeEventHandler, priority);

We leave it as an exercise to the reader to add a simple lightshow and sounds to hitting these shots.

Custom High Scores

We should add a custom high score for photos taken. It will mostly mirror the main score, but it is a good example of adding a high score. This is well documented in The Mode Layer > Persistent Data > High Scores. But the sample app makes it very easy, we are just going to modify what is there. In BWTHighScoreCategories remove the references to the ramp high scores and add the following:

Assets/Scripts/Modes/DataManagement/BWTHighScoreCategories.cs


        public static List<HighScoreCategory> GetCategories()
        {
            List<HighScoreCategory> cats = new List<HighScoreCategory>();
            cats.Add (Score ());
            cats.Add (PhotosTaken ());
            return cats;
        }

        private static HighScoreCategory PhotosTaken()
        {
            HighScoreCategory hsCat = new HighScoreCategory("HS_PhotosTaken", "Photos Taken", 3);
        
            List<float> values = new List<float> ();
            List<string> names = new List<string> ();
            values.Add(3f);
            names.Add("ian");
            values.Add(2f);
            names.Add("gammagoat");
            values.Add(1f);
            names.Add("gozer");
            hsCat.SetDefaultValues(values);
            hsCat.SetDefaultNames(names);
            return (hsCat);
        }

In BirdRampMode we will add a SavePlayerData method to store the highscore.

Assets/Scripts/Modes/GameModes/BirdRampMode.cs

        public override void SavePlayerData()
        {
            data.currentPlayer.SaveData("HS_PhotosTaken", _photoCount);
        }

We may need to reset the high scores to get this to work, which can be done via the service menus in Statistics > Reset high scores to default.