Example #1
0
  @Override
  public void onTimeOut() {
    // Disable any further interactions.
    board.clearSelection();
    board.setColoured(true);
    board.setTouchable(Touchable.disabled);
    timer.setRunning(false);
    game.player.playSound(SoundCode.GAME_OVER);

    // Update the score... and the record.
    int score = game.getState().getScore();
    int time = Math.round(game.getState().getElapsedTime());
    game.getPlatform().score().registerScore(score, time);
    game.getPlatform().score().flushData();

    // Save information about this game in the statistics.
    game.statistics.getTotalData().incrementValue("score", game.getState().getScore());
    game.statistics.getTotalData().incrementValue("games");
    game.statistics
        .getTotalData()
        .incrementValue("time", Math.round(game.getState().getElapsedTime()));
    game.getPlatform().statistics().saveStatistics(game.statistics);

    // Mark a combination that the user could do if he had enough time.
    if (game.getState().getWiggledBounds() == null) {
      CombinationFinder combo = CombinationFinder.create(game.getState().getBoard());
      game.getState().setWiggledBounds(combo.getCombination());
    }
    for (int y = 0; y < game.getState().getBoard().getSize(); y++) {
      for (int x = 0; x < game.getState().getBoard().getSize(); x++) {
        if (game.getState().getWiggledBounds() != null
            && !game.getState().getWiggledBounds().inBounds(x, y)) {
          board.getBall(x, y).addAction(Actions.color(Color.DARK_GRAY, 0.15f));
        }
      }
    }

    // Animate the transition to game over.
    board.addAction(Actions.delay(2f, board.hideBoard()));
    hud.addAction(Actions.delay(2f, Actions.fadeOut(0.25f)));

    // Head to the game over after all these animations have finished.
    getStage()
        .addAction(
            Actions.delay(
                2.5f,
                Actions.run(
                    new Runnable() {
                      @Override
                      public void run() {
                        getStage().getRoot().clearActions();
                        game.pushScreen(Screens.GAME_OVER);
                      }
                    })));

    // Mark the game as finished.
    game.getState().setTimeout(true);
  }
Example #2
0
  @Override
  public void onSelectionSucceeded(final List<BallActor> selection) {
    // Extract the data from the selection.
    List<Ball> balls = new ArrayList<>();
    for (BallActor selectedBall : selection) balls.add(selectedBall.getBall());
    final Bounds bounds = Bounds.fromBallList(balls);

    // Change the colors of the selected region.
    board.addAction(
        Actions.sequence(
            board.hideRegion(bounds),
            Actions.run(
                new Runnable() {
                  @Override
                  public void run() {
                    for (BallActor selectedBall : selection) {
                      selectedBall.setColor(Color.WHITE);
                    }
                    generate(bounds);
                    // Reset the cheat
                    game.getState().setCheatSeen(false);
                    game.getState().setWiggledBounds(null);
                  }
                })));

    // Give some score to the user.
    ScoreCalculator calculator = new ScoreCalculator(game.getState().getBoard(), bounds);
    int givenScore = calculator.calculate();
    game.getState().addScore(givenScore);
    score.giveScore(givenScore);

    // Put information about this combination in the stats.
    int rows = bounds.maxY - bounds.minY + 1;
    int cols = bounds.maxX - bounds.minX + 1;
    String size = Math.max(rows, cols) + "x" + Math.min(rows, cols);
    game.statistics.getSizesData().incrementValue(size);

    BallColor color = board.getBall(bounds.minX, bounds.minY).getBall().getColor();
    game.statistics.getColorData().incrementValue(color.toString().toLowerCase());
    game.statistics.getTotalData().incrementValue("balls", rows * cols);
    game.statistics.getTotalData().incrementValue("combinations");

    // Now, display the score to the user. If the combination is a
    // PERFECT combination, just display PERFECT.
    int boardSize = game.getState().getBoard().getSize() - 1;
    if (bounds.equals(new Bounds(0, 0, boardSize, boardSize))) {
      // Give score
      Label label = new Label("PERFECT", game.getSkin(), "monospace");
      label.setX((getStage().getViewport().getWorldWidth() - label.getWidth()) / 2);
      label.setY((getStage().getViewport().getWorldHeight() - label.getHeight()) / 2);
      label.setFontScale(3);
      label.setAlignment(Align.center);
      label.addAction(Actions.sequence(Actions.moveBy(0, 80, 0.5f), Actions.removeActor()));
      getStage().addActor(label);
      game.player.playSound(SoundCode.PERFECT);

      // Give time
      float givenTime = Constants.SECONDS - timer.getSeconds();
      timer.giveTime(givenTime, 4f);
    } else {
      // Was special?
      boolean special = givenScore != rows * cols;
      // Give score
      showPartialScore(givenScore, bounds, special);
      game.player.playSound(SoundCode.SUCCESS);

      // Give time
      float givenTime = 4f;
      timer.giveTime(givenTime, 0.25f);
    }
  }