package gui;
import src.MarbleGame;
import src.Settings.Score;
import src.Settings.Settings;
import src.Mission;
import h2d.filter.DropShadow;
import hxd.res.BitmapFont;
import h3d.Vector;
import src.ResourceLoader;
import src.TimeState;
import src.Util;
class EndGameGui extends GuiControl {
var mission:Mission;
var scoreSubmitted:Bool = false;
public function new(continueFunc:GuiControl->Void, restartFunc:GuiControl->Void, mission:Mission, timeState:TimeState) {
super();
this.horizSizing = Width;
this.vertSizing = Height;
this.position = new Vector(0, 0);
this.extent = new Vector(640, 480);
this.mission = mission;
function loadButtonImages(path:String) {
var normal = ResourceLoader.getResource('${path}_n.png', ResourceLoader.getImage, this.imageResources).toTile();
var hover = ResourceLoader.getResource('${path}_h.png', ResourceLoader.getImage, this.imageResources).toTile();
var pressed = ResourceLoader.getResource('${path}_d.png', ResourceLoader.getImage, this.imageResources).toTile();
return [normal, hover, pressed];
}
var pg = new GuiImage(ResourceLoader.getResource("data/ui/play/playgui.png", ResourceLoader.getImage, this.imageResources).toTile());
pg.horizSizing = Center;
pg.vertSizing = Center;
pg.position = new Vector(77, 9);
pg.extent = new Vector(485, 461);
var continueButton = new GuiButton(loadButtonImages("data/ui/endgame/continue"));
continueButton.horizSizing = Right;
continueButton.vertSizing = Bottom;
continueButton.position = new Vector(333, 386);
continueButton.extent = new Vector(113, 47);
continueButton.accelerator = hxd.Key.ENTER;
continueButton.pressedAction = continueFunc;
var restartButton = new GuiButton(loadButtonImages("data/ui/endgame/replay"));
restartButton.horizSizing = Right;
restartButton.vertSizing = Bottom;
restartButton.position = new Vector(51, 388);
restartButton.extent = new Vector(104, 48);
restartButton.pressedAction = restartFunc;
function setButtonStates(enabled:Bool) {
nextLevelBtn.disabled = !enabled;
continueButton.disabled = !enabled;
restartButton.disabled = !enabled;
}
var arial14fontdata = ResourceLoader.getFileEntry("data/font/arial.fnt");
var arial14b = new BitmapFont(arial14fontdata.entry);
@:privateAccess arial14b.loader = ResourceLoader.loader;
var arial14 = arial14b.toSdfFont(cast 12 * Settings.uiScale, MultiChannel);
var domcasual32fontdata = ResourceLoader.getFileEntry("data/font/DomCasualD.fnt");
var domcasual32b = new BitmapFont(domcasual32fontdata.entry);
@:privateAccess domcasual32b.loader = ResourceLoader.loader;
var domcasual32 = domcasual32b.toSdfFont(cast 26 * Settings.uiScale, MultiChannel);
var expo50fontdata = ResourceLoader.getFileEntry("data/font/EXPON.fnt");
var expo50b = new BitmapFont(expo50fontdata.entry);
@:privateAccess expo50b.loader = ResourceLoader.loader;
var expo50 = expo50b.toSdfFont(cast 35 * Settings.uiScale, MultiChannel);
var expo32 = expo50b.toSdfFont(cast 24 * Settings.uiScale, MultiChannel);
function mlFontLoader(text:String) {
switch (text) {
case "DomCasual32":
return domcasual32;
case "Arial14":
return arial14;
case "Expo32":
return expo32;
default:
return null;
}
}
var congrats = new GuiMLText(expo50, mlFontLoader);
congrats.text.textColor = 0xffff00;
congrats.text.text = 'Final Time: ${Util.formatTime(timeState.gameplayClock)}';
congrats.text.filter = new DropShadow(1.414, 0.785, 0, 1, 0, 0.4, 1, true);
congrats.position = new Vector(43, 24);
congrats.extent = new Vector(408, 50);
pg.addChild(congrats);
var finishMessage = new GuiMLText(expo32, mlFontLoader);
finishMessage.text.textColor = 0x00ff00;
var qualified = mission.qualifyTime > timeState.gameplayClock;
if (qualified)
finishMessage.text.text = timeState.gameplayClock < mission.goldTime ? 'You beat the GOLD time!' : "You've qualified!";
else
finishMessage.text.text = 'You failed to qualify!';
finishMessage.text.filter = new DropShadow(1, 0.785, 0, 1, 0, 0.4, 1, true);
// finishMessage.justify = Center;
finishMessage.position = new Vector(155, 74);
if (timeState.gameplayClock < mission.goldTime) {
finishMessage.position.x = 110;
}
if (!qualified)
finishMessage.position.x = 125;
finishMessage.extent = new Vector(400, 100);
pg.addChild(finishMessage);
var scoreData:Array = Settings.getScores(mission.path);
while (scoreData.length < 3) {
scoreData.push({name: "Nardo Polo", time: 5999.999});
}
var leftColumn = new GuiMLText(domcasual32, mlFontLoader);
leftColumn.text.lineSpacing = 5;
leftColumn.text.textColor = 0x000000;
leftColumn.text.text = 'Qualify Time:
Gold Time:
Elapsed Time:
Bonus Time:
Best Times:
';
for (i in 0...3) {
leftColumn.text.text += '${i + 1}. ${scoreData[i].name}
';
}
leftColumn.text.filter = new DropShadow(1.414, 0.785, 0xffffff, 1, 0, 0.4, 1, true);
leftColumn.position = new Vector(108, 113);
leftColumn.extent = new Vector(208, 50);
pg.addChild(leftColumn);
var elapsedTime = Math.max(timeState.currentAttemptTime - 3.5, 0);
var bonusTime = Math.max(0, elapsedTime - timeState.gameplayClock);
var rightColumn = new GuiMLText(domcasual32, mlFontLoader);
rightColumn.text.lineSpacing = 5;
rightColumn.text.textColor = 0x000000;
rightColumn.text.text = '${Util.formatTime(mission.qualifyTime == Math.POSITIVE_INFINITY ? 5999.999 : mission.qualifyTime)}
${Util.formatTime(elapsedTime)}
${Util.formatTime(bonusTime)}
';
for (i in 0...3) {
if (scoreData[i].time < mission.goldTime)
rightColumn.text.text += '
';
else
rightColumn.text.text += '${Util.formatTime(scoreData[i].time)}
';
}
rightColumn.text.filter = new DropShadow(1.414, 0.785, 0xffffff, 1, 0, 0.4, 1, true);
rightColumn.position = new Vector(274, 113);
rightColumn.extent = new Vector(208, 50);
pg.addChild(rightColumn);
var rightColumnGold = new GuiMLText(domcasual32, mlFontLoader);
rightColumnGold.text.lineSpacing = 5;
rightColumnGold.text.textColor = 0xFFFF00;
rightColumnGold.text.text = '
${Util.formatTime(mission.goldTime)}
';
for (i in 0...3) {
if (scoreData[i].time < mission.goldTime)
rightColumnGold.text.text += '${Util.formatTime(scoreData[i].time)}
';
else
rightColumnGold.text.text += '
';
}
rightColumnGold.text.filter = new DropShadow(1.414, 0.785, 0x00000, 1, 0, 0.4, 1, true);
rightColumnGold.position = new Vector(274, 113);
rightColumnGold.extent = new Vector(208, 50);
pg.addChild(rightColumnGold);
pg.addChild(continueButton);
pg.addChild(restartButton);
this.addChild(pg);
var scoreTimes = scoreData.map(x -> x.time).concat([timeState.gameplayClock]);
scoreTimes.sort((a, b) -> a == b ? 0 : (a > b ? 1 : -1));
var idx = scoreTimes.indexOf(timeState.gameplayClock);
if (Settings.progression[mission.difficultyIndex] == mission.index && qualified) {
Settings.progression[mission.difficultyIndex]++;
}
Settings.save();
if (idx <= 2) {
setButtonStates(false);
var end = new EnterNameDlg(idx, (name) -> {
setButtonStates(true);
if (scoreSubmitted)
return;
var myScore = {name: name, time: timeState.gameplayClock};
scoreData.push(myScore);
scoreData.sort((a, b) -> a.time == b.time ? 0 : (a.time > b.time ? 1 : -1));
leftColumn.text.text = 'Qualify Time:
Gold Time:
Elapsed Time:
Bonus Time:
Best Times:
';
for (i in 0...3) {
leftColumn.text.text += '${i + 1}. ${scoreData[i].name}
';
}
rightColumn.text.text = '${Util.formatTime(mission.qualifyTime == Math.POSITIVE_INFINITY ? 5999.999 : mission.qualifyTime)}
${Util.formatTime(elapsedTime)}
${Util.formatTime(bonusTime)}
';
for (i in 0...3) {
if (scoreData[i].time < mission.goldTime)
rightColumn.text.text += '
';
else
rightColumn.text.text += '${Util.formatTime(scoreData[i].time)}
';
}
rightColumnGold.text.text = '
${Util.formatTime(mission.goldTime)}
';
for (i in 0...3) {
if (scoreData[i].time < mission.goldTime)
rightColumnGold.text.text += '${Util.formatTime(scoreData[i].time)}
';
else
rightColumnGold.text.text += '
';
}
Settings.saveScore(mission.path, myScore);
scoreSubmitted = true;
});
this.addChild(end);
}
}
}