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highscores.lua
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highscores.lua
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local composer = require( "composer" )
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()"
-- -----------------------------------------------------------------------------------
-- Initialize variables
local json = require( "json" )
local scoresTable = {}
local filePath = system.pathForFile( "scores.json", system.DocumentsDirectory )
local function loadScores()
local file = io.open( filePath, "r" )
if file then
local contents = file:read( "*a" )
io.close( file )
scoresTable = json.decode( contents )
end
if ( scoresTable == nil or #scoresTable == 0 ) then
scoresTable = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
end
end
local function saveScores()
for i = #scoresTable, 11, -1 do
table.remove( scoresTable, i )
end
local file = io.open( filePath, "w" )
if file then
file:write( json.encode( scoresTable ) )
io.close( file )
end
end
local function gotoMenu()
composer.gotoScene( "menu", { time=300, effect="fade" } )
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
-- Load the previous scores
loadScores()
-- Insert the saved score from the last game into the table, then reset it
table.insert( scoresTable, composer.getVariable( "finalScore" ) )
composer.setVariable( "finalScore", 0 )
-- Sort the table entries from highest to lowest
local function compare( a, b )
return a > b
end
table.sort( scoresTable, compare )
-- Save the scores
saveScores()
local background = display.newImageRect( sceneGroup, "background.png", 320, 580 )
background.x = display.contentCenterX
background.y = display.contentCenterY
local highScoresHeader = display.newText( sceneGroup, "High Scores", display.contentCenterX, 40, native.systemFont, 20 )
for i = 1, 10 do
if ( scoresTable[i] ) then
local yPos = 50 + ( i * 20 )
local rankNum = display.newText( sceneGroup, i .. ")", display.contentCenterX-50, yPos, native.systemFont, 16 )
rankNum:setFillColor( 0.8 )
rankNum.anchorX = 1
local thisScore = display.newText( sceneGroup, scoresTable[i], display.contentCenterX-30, yPos, native.systemFont, 16 )
thisScore.anchorX = 0
end
end
local menuButton = display.newText( sceneGroup, "Menu", display.contentCenterX, 300, native.systemFont, 20 )
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
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
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene