Files
unity-application/Assets/SpellingBee/Scripts/SpellingBeeController.cs
2023-03-02 20:52:01 +01:00

229 lines
7.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class SpellingBeeController : MonoBehaviour {
// All of the words that can be used in this session
private string[] words;
// Where we currently are in the word
private int currentIndex;
// The word that is currently being spelled
private string currentWord;
// All of the available themes
private ThemeList themeList;
// The theme we are currently using
private Theme currentTheme;
// The GameObjects representing the letters
private GameObject[] letters;
// The Image component for displaying the appropriate sprite
public Image image;
// The input field for testing purposes
public TMP_InputField input;
// Current value of timer in seconds
private float timerValue;
// Timer display
public TMP_Text timerText;
// First score display
public TMP_Text correctWordsText;
// Second score display
public TMP_Text correctLettersText;
// The game over panel
public GameObject gameOverPanel;
public Button replayButton;
// Indicates if the game is still going
private bool gameOver;
// Amount of seconds user gets per letter of the current word
// Set to 1 for testing; should be increased later
private int secondsPerLetter = 1;
// Counter that keeps track of how many words have been spelled correctly
private int spelledLetters;
// Counter that keeps track of how many letters have been spelled correctly
private int spelledWords;
// Start is called before the first frame update
void Start() {
spelledLetters = 0;
// We use -1 instead of 0 so SetRandomWord can simply increment it each time
spelledWords = -1;
gameOver = false;
input.text = "";
gameOverPanel.SetActive(false);
replayButton.onClick.AddListener(() => Start());
themeList = ThemeLoader.loadJson();
currentTheme = FindThemeByName(PlayerPrefs.GetString("themeName"));
words = currentTheme.words;
SetRandomWord();
}
// Update is called once per frame
void Update() {
if (!gameOver) {
if (input.text.Length > 0) {
CheckChar(input.text[0]);
}
timerValue -= Time.deltaTime;
if (timerValue <= 0.0f) {
timerValue = 0.0f;
ActivateGameOver();
}
int minutes = Mathf.FloorToInt(timerValue / 60.0f);
int seconds = Mathf.FloorToInt(timerValue % 60.0f);
timerText.text = string.Format("{0:00}:{1:00}", minutes, seconds);
}
}
// Displays the game over panel and score values
void ActivateGameOver() {
DeleteWord();
correctLettersText.text = "Correctly spelled letters: " + spelledLetters.ToString();
correctWordsText.text = "Correctly spelled words: " + spelledWords.ToString();
gameOverPanel.SetActive(true);
gameOverPanel.transform.SetAsLastSibling();
gameOver = true;
}
// Check if the correct char has been given as input
void CheckChar(char letter) {
if (Char.ToUpper(letter) == Char.ToUpper(currentWord[currentIndex]) && input.text.Length == 1) {
letters[currentIndex].GetComponent<Image>().color = Color.green;
input.text = "";
spelledLetters++;
currentIndex++;
if (currentIndex >= currentWord.Length) {
DeleteWord();
StartCoroutine(Wait());
SetRandomWord();
}
}
}
// Delete all letter objects
void DeleteWord() {
for (int i = 0; i < currentWord.Length; i++) {
Destroy(letters[i]);
}
}
// Adds seconds to timer
void AddSeconds(int seconds) {
timerValue += (float) seconds;
}
// Find the chosen theme by its name
Theme FindThemeByName(string themeName) {
int themeIndex = 0;
while (themeIndex < themeList.themes.Length) {
Theme theme = themeList.themes[themeIndex];
if (theme.name == themeName) {
return theme;
}
themeIndex++;
}
Debug.Log("Requested theme not found");
return null;
}
// Pick a new random word from words and initialize the needed variables
void SetRandomWord() {
currentIndex = 0;
spelledWords++;
int randomIndex = UnityEngine.Random.Range(0, words.Length - 1);
string randomWord = words[randomIndex];
letters = new GameObject[randomWord.Length];
currentWord = randomWord;
ChangeSprite(randomWord);
DisplayWord(randomWord);
AddSeconds(currentWord.Length * secondsPerLetter + 1);
}
// Displays the word that needs to be spelled
void DisplayWord(string word) {
int length = word.Length;
int canvasWidth = 1920;
int maxWidth = 1080;
int spacing = maxWidth / (length - 1);
letters = new GameObject[length];
int[] xvalues = new int[length];
for (int i = 0; i < length; i++) {
xvalues[i] = (canvasWidth - maxWidth) / 2 + i * spacing;
}
for (int i = 0; i < length; i++) {
GameObject colorBox = new GameObject("Letter box");
colorBox.transform.SetParent(gameObject.transform);
letters[i] = colorBox;
// Add an Image component to the new GameObject
Image background = colorBox.AddComponent<Image>();
background.color = Color.red;
background.sprite = UnityEditor.AssetDatabase.GetBuiltinExtraResource<Sprite>("UI/Skin/UISprite.psd");
// Create a new child GameObject to hold the Text component
GameObject letterObject = new GameObject("Text");
letterObject.transform.SetParent(colorBox.transform);
// Add a Text component to the new child GameObject
Text letterComponent = letterObject.AddComponent<Text>();
letterComponent.text = Char.ToString(Char.ToUpper(word[i]));
letterComponent.alignment = TextAnchor.MiddleCenter;
letterComponent.fontSize = 60;
// Set the font of the Text component
letterComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
// Set the position of the parent GameObject
colorBox.transform.position = new Vector2(xvalues[i], 450);
}
}
// Change the image that is being displayed
void ChangeSprite(string spriteName) {
Image imageComponent = image.GetComponent<Image>();
// Load the new sprite from the Resources folder
Sprite sprite = Resources.Load<Sprite>("SpellingBee/images/" + spriteName);
// Set the new sprite as the Image component's source image
image.sprite = sprite;
}
IEnumerator Wait() {
yield return new WaitForSecondsRealtime(2);
}
}