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inGame.lua
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inGame.lua
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-- This is the entire game, it reads mostly like a book, top to bottom.
-- Most of the important stuff you'll find when the tiles are created,
-- when they are tapped, and most importantly, when the player submits a word.
-- That's it really. Hope it brings you inspiration :)
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local _W = display.contentWidth / 2
local _H = display.contentHeight / 2
local isHighScoreEvent=false
local switchMusic=0
_G.switchCurrentScale=0
local currentWordNum=1
local canReset=false
colorArray={
{254/255, 214/255, 89/255},
{246/255, 239/255, 93/255},
{185/255, 220/255, 103/255},
{121/255, 193/255, 67/255},
{0/255, 144/255, 75/255},
{0/255, 123/255, 122/255},
{0/255, 81/255, 123/255},
{99/255, 25/255, 175/255},
{134/255, 0/255, 204/255},
{0/255, 0/255, 0/255},
{254/255, 214/255, 89/255},
{246/255, 239/255, 93/255},
{185/255, 220/255, 103/255},
{121/255, 193/255, 67/255},
{0/255, 144/255, 75/255},
{0/255, 123/255, 122/255},
{0/255, 81/255, 123/255},
{99/255, 25/255, 175/255},
{134/255, 0/255, 204/255},
{0/255, 0/255, 0/255},
{254/255, 214/255, 89/255},
{246/255, 239/255, 93/255},
{185/255, 220/255, 103/255},
{121/255, 193/255, 67/255},
{0/255, 144/255, 75/255},
{0/255, 123/255, 122/255},
{0/255, 81/255, 123/255},
{99/255, 25/255, 175/255},
{134/255, 0/255, 204/255},
{0/255, 0/255, 0/255},
{254/255, 214/255, 89/255},
{246/255, 239/255, 93/255},
{185/255, 220/255, 103/255},
{121/255, 193/255, 67/255},
{0/255, 144/255, 75/255},
{0/255, 123/255, 122/255},
{0/255, 81/255, 123/255},
{99/255, 25/255, 175/255},
{134/255, 0/255, 204/255},
{0/255, 0/255, 0/255},
{254/255, 214/255, 89/255},
{246/255, 239/255, 93/255},
{185/255, 220/255, 103/255},
{121/255, 193/255, 67/255},
{0/255, 144/255, 75/255},
{0/255, 123/255, 122/255},
{0/255, 81/255, 123/255},
{99/255, 25/255, 175/255},
{134/255, 0/255, 204/255},
{0/255, 0/255, 0/255},
}
colorPatterArray={
{0/255, 123/255, 122/255},
{0/255, 81/255, 123/255},
{99/255, 25/255, 175/255},
{134/255, 0/255, 204/255},
{255/255, 84/255, 230/255},
{254/255, 214/255, 89/255},
{246/255, 239/255, 93/255},
{185/255, 220/255, 103/255},
{121/255, 193/255, 67/255},
{0/255, 144/255, 75/255},
}
local usedLetters={
{},{},{},{},{},{},{},{},{},{},
}
local letterFrequencyArray={
{"a", 8},
{"b", 3},
{"c", 3},
{"d", 4},
{"e", 10},
{"f", 2},
{"g", 3},
{"h", 3},
{"i", 7},
{"j", 1},
{"k", 2},
{"l", 5},
{"m", 3},
{"n", 5},
{"o", 6},
{"p", 3},
{"q", 1},
{"r", 4},
{"s", 5},
{"t", 5},
{"u", 4},
{"v", 2},
{"w", 2},
{"x", 1},
{"y", 3},
{"z", 1},
}
local letterValueArray={
{"a", 1},
{"b", 3},
{"c", 3},
{"d", 2},
{"e", 1},
{"f", 4},
{"g", 2},
{"h", 4},
{"i", 1},
{"j", 8},
{"k", 5},
{"l", 1},
{"m", 3},
{"n", 1},
{"o", 1},
{"p", 3},
{"q", 10},
{"r", 1},
{"s", 1},
{"t", 1},
{"u", 2},
{"v", 4},
{"w", 4},
{"x", 8},
{"y", 4},
{"z", 10},
}
local letterSelectArray={}
local totalVowels=0
local totalConsonants=0
function makeLetterDistributionArray()
for i=1,#letterFrequencyArray do
for j=1,letterFrequencyArray[i][2] do
letterSelectArray[#letterSelectArray+1]={letterFrequencyArray[i][1], letterValueArray[i][2]}
end
end
end
makeLetterDistributionArray()
local gameStage=display.newGroup()
gameStage.x, gameStage.y=_W,_H
local totalTilesOnScreen=9
local currentWordString=""
local currentLetterArray={}
local everyThird=0
local totalWordScore=0
local currentScore=0
local currentBonus=0
local currentBonusArray={0,0,0,0,3,3,3,3,10}
local bestWordArray={}
_G.currentLevel=1
local currentLevelProgress=0
local baseColor_Rect=display.newRect(0,0,_W*2,_H*2)
baseColor_Rect.x, baseColor_Rect.y=-_W,0
baseColor_Rect.anchorX = 0
baseColor_Rect.alpha=0.0
baseColor_Rect:setFillColor(colorArray[1][1], colorArray[1][2], colorArray[1][3])
gameStage:insert(baseColor_Rect)
newHighScore_Img_Top=display.newImageRect("img/newHighScore.png", _W*2, _H*2)
newHighScore_Img_Top.x, newHighScore_Img_Top.y=0,0
newHighScore_Img_Top.alpha=0.0
newHighScore_Img_Top.xO, newHighScore_Img_Top.yO=0,0
gameStage:insert(newHighScore_Img_Top)
newHighScore_Img_Fade=display.newImageRect("img/newHighScore.png", _W*2, _H*2)
newHighScore_Img_Fade.x, newHighScore_Img_Fade.y=0,0
newHighScore_Img_Fade.alpha=.0
newHighScore_Img_Fade.xO, newHighScore_Img_Fade.yO=0,0
gameStage:insert(newHighScore_Img_Fade)
local baseColorSlider_Rect=display.newRect(0,0,_W*2,_H*2)
baseColorSlider_Rect.x, baseColorSlider_Rect.y=-_W,(-_H*2)+40
baseColorSlider_Rect.yO=(-_H*2)+40
baseColorSlider_Rect.anchorX = 0
baseColorSlider_Rect.xScale=-.1
baseColorSlider_Rect.alpha=0.0
baseColorSlider_Rect:setFillColor(colorArray[_G.currentLevel+1][1], colorArray[_G.currentLevel+1][2], colorArray[_G.currentLevel+1][3])
gameStage:insert(baseColorSlider_Rect)
_G.gameOverSlam_Gp=display.newGroup()
gameStage:insert(_G.gameOverSlam_Gp)
tileAnim_Gp=display.newGroup()
tileAnim_Gp.x,tileAnim_Gp.y= 0,0
gameStage:insert(tileAnim_Gp)
local title_Text = display.newText("",0,0,native.systemFont, 300)
gameStage:insert(title_Text)
_G.gameOverSlam_Gp.x, _G.gameOverSlam_Gp.y=0,0
_G.gameOverSlam_Gp.xO, _G.gameOverSlam_Gp.yO=0,0
_G.gameOverSlam_Gp.alpha=0.0
local gameOverSlamGame_Text = display.newText("GAME", 0, 0, native.systemFont, 300)
gameOverSlamGame_Text.x, gameOverSlamGame_Text.y=0,-120
gameOverSlamGame_Text.alpha=1.0
gameOverSlamGame_Text:setFillColor(0)
_G.gameOverSlam_Gp:insert(gameOverSlamGame_Text)
local gameOverSlamOver_Text = display.newText("OVER", 0, 0, native.systemFont, 300)
gameOverSlamOver_Text.x, gameOverSlamOver_Text.y=0,120
gameOverSlamOver_Text:setFillColor(0)
gameOverSlamOver_Text.alpha=1.0
_G.gameOverSlam_Gp:insert(gameOverSlamOver_Text)
local bestWord_Text_Shadow = display.newText("", 0, 0, native.systemFont, 20)
bestWord_Text_Shadow.x, bestWord_Text_Shadow.y=0,_H-94
bestWord_Text_Shadow.alpha=0.0
bestWord_Text_Shadow:setFillColor(255)
local bestWord_Text = display.newText("", 0, 0, native.systemFont, 20)
bestWord_Text.x, bestWord_Text.y=0,_H-95
bestWord_Text.alpha=0.0
bestWord_Text:setFillColor(0)
local gameOverTimer
local gameOverTile_Gp=display.newGroup()
gameOverTile_Gp.x, gameOverTile_Gp.y=0,30
gameOverTile_Gp.xO, gameOverTile_Gp.yO=0,0
gameStage:insert(gameOverTile_Gp)
local letterTile_Gp=display.newGroup()
-- letterTile_Gp.x, letterTile_Gp.y=0,30
letterTile_Gp.x, letterTile_Gp.y=0,40
if _G.isTall==false then
letterTile_Gp.xScale, letterTile_Gp.yScale=.85,.85
end
letterTile_Gp.xO, letterTile_Gp.yO=0,0
gameStage:insert(letterTile_Gp)
local wordCapsule_Gp=display.newGroup()
wordCapsule_Gp.x, wordCapsule_Gp.y=0,-50
wordCapsule_Gp.xO, wordCapsule_Gp.yO=0,-50
wordCapsule_Gp.xScale, wordCapsule_Gp.yScale=.50,.50
gameStage:insert(wordCapsule_Gp)
gameStage:insert(bestWord_Text_Shadow)
gameStage:insert(bestWord_Text)
local capsuleWidth=1000
wordCapsule_body_Img_Shadow=display.newImageRect("img/capBody.png", capsuleWidth, 200)
wordCapsule_body_Img_Shadow.x, wordCapsule_body_Img_Shadow.y=1,1
wordCapsule_body_Img_Shadow.xScale=-.1
wordCapsule_body_Img_Shadow.yScale=-.1
wordCapsule_body_Img_Shadow.alpha=0
wordCapsule_body_Img_Shadow:setFillColor(0.3)
wordCapsule_Gp:insert(wordCapsule_body_Img_Shadow)
wordCapsule_leftEnd_Img_Shadow=display.newImageRect("img/capEnd.png", 200, 200)
wordCapsule_leftEnd_Img_Shadow.x, wordCapsule_leftEnd_Img_Shadow.y=(-wordCapsule_body_Img_Shadow.width*wordCapsule_body_Img_Shadow.xScale)/2+1+1,1
wordCapsule_leftEnd_Img_Shadow.xScale=-.1
wordCapsule_leftEnd_Img_Shadow.yScale=-.1
wordCapsule_leftEnd_Img_Shadow.alpha=0
wordCapsule_leftEnd_Img_Shadow:setFillColor(0.3)
wordCapsule_Gp:insert(wordCapsule_leftEnd_Img_Shadow)
wordCapsule_righEnd_Img_Shadow=display.newImageRect("img/capEnd.png", 200, 200)
wordCapsule_righEnd_Img_Shadow.x, wordCapsule_righEnd_Img_Shadow.y=(wordCapsule_body_Img_Shadow.width*wordCapsule_body_Img_Shadow.xScale)/2-1+1,1
wordCapsule_righEnd_Img_Shadow.xScale=-.1
wordCapsule_righEnd_Img_Shadow.yScale=-.1
wordCapsule_righEnd_Img_Shadow.alpha=0
wordCapsule_righEnd_Img_Shadow:setFillColor(0.3)
wordCapsule_Gp:insert(wordCapsule_righEnd_Img_Shadow)
local word_Gp=display.newGroup()
local isTapped=false
local isPulling=false
local startingX=0
local newX=0
local xDiff=0
local isClear=false
function removeLetter(event)
if event.phase=="began" and _G.isGameOver==false then
startingX=event.x-_W
isTapped=true
display.getCurrentStage():setFocus(event.target)
end
if event.phase=="moved" and _G.isGameOver==false then
if isTapped then
if event.x-_W>startingX+20 or event.x-_W<startingX-20 then
if isPulling==false then
xDiff=(event.x-_W)-startingX
transition.to(wordCapsule_Gp, {time=50, x=event.x-_W-startingX, transition=easing.outQuad})
end
isPulling=true
end
end
if isPulling then
wordCapsule_Gp.x=event.x-_W-startingX
end
end
if event.phase=="ended" and _G.isGameOver==false and isPulling==false then
if #currentLetterArray>0 then
local tempStringLength=string.len(currentWordString)
currentWordString=string.sub(currentWordString, 1, tempStringLength-1)
word_Gp.wordText_Txt.text=string.upper(currentWordString)
letterTile_Gp[currentLetterArray[#currentLetterArray]].isTapped=false
letterTile_Gp[currentLetterArray[#currentLetterArray]][5].alpha=.0
totalWordScore=(totalWordScore-(letterTile_Gp[currentLetterArray[#currentLetterArray]].value*_G.currentLevel))
wordScore_Txt.text="+"..totalWordScore
if string.len(currentWordString)==9 then
wordScore_Txt.text="+" .. totalWordScore .. " +" .. (currentBonusArray[string.len(currentWordString)]*_G.currentLevel)
currentBonus=(currentBonusArray[string.len(currentWordString)]*_G.currentLevel)
elseif string.len(currentWordString)>4 then
wordScore_Txt.text="+".. totalWordScore .. " +" .. (currentBonusArray[string.len(currentWordString)]*_G.currentLevel)
currentBonus=(currentBonusArray[string.len(currentWordString)]*_G.currentLevel)
else
wordScore_Txt.text="+".. totalWordScore
currentBonus=0
end
if totalWordScore==0 then
wordScore_Txt.text=""
totalWordScore=0
end
wordScore_Txt_Shadow.text=wordScore_Txt.text
table.remove(currentLetterArray, #currentLetterArray)
manageWordCapsule(word_Gp.wordText_Txt.width)
end
end
if event.phase=="ended" then
if isPulling then
if wordCapsule_Gp.x>wordCapsule_Gp.xO-20 and wordCapsule_Gp.x<wordCapsule_Gp.xO+20 then
else
isClear=true
transition.to(wordCapsule_Gp, {time=100, x=wordCapsule_Gp.xO, transition=easing.inQuad, onComplete=submitWord})
end
end
isTapped=false
isPulling=false
startingX=0
newX=0
xDiff=0
display.getCurrentStage():setFocus(nil)
end
return true
end
wordCapsule_body_Img=display.newImageRect("img/capBody.png", capsuleWidth, 200)
wordCapsule_body_Img.x, wordCapsule_body_Img.y=0,0
wordCapsule_body_Img.xScale=-.1
wordCapsule_body_Img.yScale=-.1
wordCapsule_body_Img.alpha=0
wordCapsule_body_Img:addEventListener("touch", removeLetter)
wordCapsule_Gp:insert(wordCapsule_body_Img)
wordCapsule_leftEnd_Img=display.newImageRect("img/capEnd.png", 200, 200)
wordCapsule_leftEnd_Img.x, wordCapsule_leftEnd_Img.y=(-wordCapsule_body_Img.width*wordCapsule_body_Img.xScale)/2+1,0
wordCapsule_leftEnd_Img.xScale=-.1
wordCapsule_leftEnd_Img.yScale=-.1
wordCapsule_leftEnd_Img.alpha=0
wordCapsule_leftEnd_Img:addEventListener("touch", removeLetter)
wordCapsule_Gp:insert(wordCapsule_leftEnd_Img)
wordCapsule_righEnd_Img=display.newImageRect("img/capEnd.png", 200, 200)
wordCapsule_righEnd_Img.x, wordCapsule_righEnd_Img.y=(wordCapsule_body_Img.width*wordCapsule_body_Img.xScale)/2-1,0
wordCapsule_righEnd_Img.xScale=-.1
wordCapsule_righEnd_Img.yScale=-.1
wordCapsule_righEnd_Img.alpha=0
wordCapsule_righEnd_Img:addEventListener("touch", removeLetter)
wordCapsule_Gp:insert(wordCapsule_righEnd_Img)
function cancelPrevCapsuleAnims()
if wordCapsule_body_Img.anim~=nil then
transition.cancel(wordCapsule_body_Img.anim)
end
if wordCapsule_leftEnd_Img.anim~=nil then
transition.cancel(wordCapsule_leftEnd_Img.anim)
end
if wordCapsule_righEnd_Img.anim~=nil then
transition.cancel(wordCapsule_righEnd_Img.anim)
end
if wordCapsule_body_Img_Shadow.anim~=nil then
transition.cancel(wordCapsule_body_Img_Shadow.anim)
end
if wordCapsule_leftEnd_Img_Shadow.anim~=nil then
transition.cancel(wordCapsule_leftEnd_Img_Shadow.anim)
end
if wordCapsule_righEnd_Img_Shadow.anim~=nil then
transition.cancel(wordCapsule_righEnd_Img_Shadow.anim)
end
end
function manageWordCapsule(n)
local newWidth=n
local newCapsuleScale=(newWidth/capsuleWidth)+(.02*string.len(currentWordString))
cancelPrevCapsuleAnims()
wordCapsule_body_Img.alpha=1
wordCapsule_leftEnd_Img.alpha=1
wordCapsule_righEnd_Img.alpha=1
if string.len(currentWordString)>0 then
wordCapsule_body_Img.anim=transition.to(wordCapsule_body_Img, {time=1000, xScale=newCapsuleScale, yScale=1, alpha=1, transition=easing.outElastic})
wordCapsule_leftEnd_Img.anim=transition.to(wordCapsule_leftEnd_Img, {time=1000, xScale=1, yScale=1, alpha=1, x=(-wordCapsule_body_Img.width*newCapsuleScale)/2+1, transition=easing.outElastic})
wordCapsule_righEnd_Img.anim=transition.to(wordCapsule_righEnd_Img, {time=1000, xScale=-1, yScale=1, alpha=1, x=(wordCapsule_body_Img.width*newCapsuleScale)/2-1, transition=easing.outElastic})
wordCapsule_body_Img_Shadow.anim=transition.to(wordCapsule_body_Img_Shadow, {time=1000, xScale=newCapsuleScale, yScale=1, alpha=1, x=1, transition=easing.outElastic})
wordCapsule_leftEnd_Img_Shadow.anim=transition.to(wordCapsule_leftEnd_Img_Shadow, {time=1000, xScale=1, yScale=1, alpha=1, x=(-wordCapsule_body_Img_Shadow.width*newCapsuleScale)/2+1+1, transition=easing.outElastic})
wordCapsule_righEnd_Img_Shadow.anim=transition.to(wordCapsule_righEnd_Img_Shadow, {time=1000, xScale=-1, yScale=1, alpha=1, x=(wordCapsule_body_Img_Shadow.width*newCapsuleScale)/2-1+1, transition=easing.outElastic})
else
newWidth=0
newCapsuleScale=newWidth/capsuleWidth
function alphaTheCap()
wordCapsule_body_Img.alpha=0
wordCapsule_leftEnd_Img.alpha=0
wordCapsule_righEnd_Img.alpha=0
end
wordCapsule_body_Img.anim=transition.to(wordCapsule_body_Img, {time=300, xScale=newCapsuleScale, yScale=0.001, alpha=1, transition=easing.outExpo})
wordCapsule_leftEnd_Img.anim=transition.to(wordCapsule_leftEnd_Img, {time=300, xScale=0.001, yScale=0.001, alpha=1, x=(-wordCapsule_body_Img.width*newCapsuleScale)/2+1, transition=easing.outExpo})
wordCapsule_righEnd_Img.anim=transition.to(wordCapsule_righEnd_Img, {time=300, xScale=0.001, yScale=0.001, alpha=1, x=(wordCapsule_body_Img.width*newCapsuleScale)/2-1, transition=easing.outExpo, onComplete=alphaTheCap})
wordCapsule_body_Img_Shadow.anim=transition.to(wordCapsule_body_Img_Shadow, {time=300, xScale=newCapsuleScale, yScale=0.001, alpha=0, transition=easing.outExpo})
wordCapsule_leftEnd_Img_Shadow.anim=transition.to(wordCapsule_leftEnd_Img_Shadow, {time=300, xScale=0.001, yScale=0.001, alpha=0, x=(-wordCapsule_body_Img_Shadow.width*newCapsuleScale)/2+1, transition=easing.outExpo})
wordCapsule_righEnd_Img_Shadow.anim=transition.to(wordCapsule_righEnd_Img_Shadow, {time=300, xScale=0.001, yScale=0.001, alpha=0, x=(wordCapsule_body_Img_Shadow.width*newCapsuleScale)/2-1, transition=easing.outExpo})
end
end
function manageBestWordCapsule(n)
local newWidth=n
local newCapsuleScale=(newWidth/capsuleWidth)+(.02*string.len(currentWordString))
cancelPrevCapsuleAnims()
wordCapsule_body_Img.alpha=1
wordCapsule_leftEnd_Img.alpha=1
wordCapsule_righEnd_Img.alpha=1
if string.len(currentWordString)>0 then
wordCapsule_body_Img.anim=transition.to(wordCapsule_body_Img, {time=1000, xScale=newCapsuleScale, yScale=.5, alpha=1, transition=easing.outElastic})
wordCapsule_leftEnd_Img.anim=transition.to(wordCapsule_leftEnd_Img, {time=1000, xScale=.5, yScale=.5, alpha=1, x=(-wordCapsule_body_Img.width*newCapsuleScale)/2+1, transition=easing.outElastic})
wordCapsule_righEnd_Img.anim=transition.to(wordCapsule_righEnd_Img, {time=1000, xScale=-.5, yScale=.5, alpha=1, x=(wordCapsule_body_Img.width*newCapsuleScale)/2-1, transition=easing.outElastic})
wordCapsule_body_Img_Shadow.anim=transition.to(wordCapsule_body_Img_Shadow, {time=1000, xScale=newCapsuleScale, yScale=.5, alpha=1, x=1, transition=easing.outElastic})
wordCapsule_leftEnd_Img_Shadow.anim=transition.to(wordCapsule_leftEnd_Img_Shadow, {time=1000, xScale=.5, yScale=.5, alpha=1, x=(-wordCapsule_body_Img_Shadow.width*newCapsuleScale)/2+1+1, transition=easing.outElastic})
wordCapsule_righEnd_Img_Shadow.anim=transition.to(wordCapsule_righEnd_Img_Shadow, {time=1000, xScale=-.5, yScale=.5, alpha=1, x=(wordCapsule_body_Img_Shadow.width*newCapsuleScale)/2-1+1, transition=easing.outElastic})
else
newWidth=0
newCapsuleScale=newWidth/capsuleWidth
function alphaTheCap()
wordCapsule_body_Img.alpha=0
wordCapsule_leftEnd_Img.alpha=0
wordCapsule_righEnd_Img.alpha=0
end
wordCapsule_body_Img.anim=transition.to(wordCapsule_body_Img, {time=300, xScale=newCapsuleScale, yScale=0.001, alpha=1, transition=easing.outExpo})
wordCapsule_leftEnd_Img.anim=transition.to(wordCapsule_leftEnd_Img, {time=300, xScale=0.001, yScale=0.001, alpha=1, x=(-wordCapsule_body_Img.width*newCapsuleScale)/2+1, transition=easing.outExpo})
wordCapsule_righEnd_Img.anim=transition.to(wordCapsule_righEnd_Img, {time=300, xScale=0.001, yScale=0.001, alpha=1, x=(wordCapsule_body_Img.width*newCapsuleScale)/2-1, transition=easing.outExpo, onComplete=alphaTheCap})
wordCapsule_body_Img_Shadow.anim=transition.to(wordCapsule_body_Img_Shadow, {time=300, xScale=newCapsuleScale, yScale=0.001, alpha=0, transition=easing.outExpo})
wordCapsule_leftEnd_Img_Shadow.anim=transition.to(wordCapsule_leftEnd_Img_Shadow, {time=300, xScale=0.001, yScale=0.001, alpha=0, x=(-wordCapsule_body_Img_Shadow.width*newCapsuleScale)/2+1, transition=easing.outExpo})
wordCapsule_righEnd_Img_Shadow.anim=transition.to(wordCapsule_righEnd_Img_Shadow, {time=300, xScale=0.001, yScale=0.001, alpha=0, x=(wordCapsule_body_Img_Shadow.width*newCapsuleScale)/2-1, transition=easing.outExpo})
end
end
word_Gp.x, word_Gp.y=0,100
word_Gp.xO, word_Gp.yO=0,100
word_Gp.xScale, word_Gp.yScale=2,2
wordCapsule_Gp:insert(word_Gp)
wordText_Txt=display.newText(currentWordString,0,0,native.systemFont, 34)
wordText_Txt:setFillColor(0/255)
wordText_Txt:addEventListener("touch", removeLetter)
wordText_Txt.x, wordText_Txt.y=0,-56
wordText_Txt.xScale, wordText_Txt.yScale=1,1
word_Gp.wordText_Txt=wordText_Txt
word_Gp:insert(wordText_Txt)
wordScore_Txt_Shadow=display.newText("",0,0,native.systemFont, 22)
wordScore_Txt_Shadow:setFillColor(255/255,255/255,255/255,200/255)
wordScore_Txt_Shadow.x, wordScore_Txt_Shadow.y=0,-30.5
gameStage.wordScore_Txt_Shadow=wordScore_Txt_Shadow
word_Gp:insert(wordScore_Txt_Shadow)
wordScore_Txt=display.newText("",0,0,native.systemFont, 22)
wordScore_Txt:setFillColor(0/255,0/255,0/255)
wordScore_Txt.x, wordScore_Txt.y=0,-31
gameStage.wordScore_Txt=wordScore_Txt
word_Gp:insert(wordScore_Txt)
totalScoreShadow_Gp=display.newGroup()
totalScoreShadow_Gp.x, totalScoreShadow_Gp.y=_W-75,-_H+25
totalScoreShadow_Gp.alpha=1
totalScoreShadow_Gp.anchorX=1
gameStage:insert(totalScoreShadow_Gp)
totalScoreShadow_Txt=display.newText(currentScore .. " /",0,0,native.systemFont, 44)
totalScoreShadow_Txt:setFillColor(colorPatterArray[_G.currentLevel][1], colorPatterArray[_G.currentLevel][2], colorPatterArray[_G.currentLevel][3])
totalScoreShadow_Txt.x, totalScoreShadow_Txt.y=0,.5
totalScoreShadow_Txt.anchorX=1
-- totalScore_Txt.xScale, totalScore_Txt.yScale=.9,1
totalScoreShadow_Gp.totalScoreShadow_Txt=totalScoreShadow_Txt
totalScoreShadow_Gp:insert(totalScoreShadow_Txt)
totalScoreShadowA_Txt=display.newText(currentScore .. " /",0,0,native.systemFont, 44)
totalScoreShadowA_Txt:setFillColor(colorPatterArray[_G.currentLevel][1], colorPatterArray[_G.currentLevel][2], colorPatterArray[_G.currentLevel][3])
totalScoreShadowA_Txt.x, totalScoreShadowA_Txt.y=0,1
totalScoreShadowA_Txt.anchorX=1
-- totalScore_Txt.xScale, totalScore_Txt.yScale=.9,1
totalScoreShadow_Gp.totalScoreShadowA_Txt=totalScoreShadowA_Txt
totalScoreShadow_Gp:insert(totalScoreShadowA_Txt)
totalScore_Txt=display.newText(currentScore .. " /",0,0,native.systemFont, 44)
totalScore_Txt:setFillColor(70/255,70/255,70/255)
totalScore_Txt.x, totalScore_Txt.y=_W-75,-_H+25
totalScore_Txt.anchorX=1
-- totalScore_Txt.xScale, totalScore_Txt.yScale=.9,1
gameStage.totalScore_Txt=totalScore_Txt
gameStage:insert(totalScore_Txt)
highScore_Txt_Shadow=display.newText(_G.highScore[1],0,0,native.systemFont, 24)
highScore_Txt_Shadow:setFillColor(0/255,0/255,0/255)
highScore_Txt_Shadow.x, highScore_Txt_Shadow.y=_W-40,-_H+22.5
highScore_Txt_Shadow:setFillColor(colorPatterArray[_G.currentLevel][1], colorPatterArray[_G.currentLevel][2], colorPatterArray[_G.currentLevel][3])
-- highScore_Txt.xScale, highScore_Txt.yScale=.9,1
gameStage.highScore_Txt_Shadow=highScore_Txt_Shadow
gameStage:insert(highScore_Txt_Shadow)
highScore_Txt=display.newText(_G.highScore[1],0,0,native.systemFont, 24)
highScore_Txt:setFillColor(70/255,70/255,70/255)
highScore_Txt.x, highScore_Txt.y=_W-40,-_H+22
-- highScore_Txt.xScale, highScore_Txt.yScale=.9,1
gameStage.highScore_Txt=highScore_Txt
gameStage:insert(highScore_Txt)
multiplier_Txt_Shadow=display.newText("1x",0,0,native.systemFont, 44)
multiplier_Txt_Shadow:setFillColor(0/255,0/255,0/255)
multiplier_Txt_Shadow.x, multiplier_Txt_Shadow.y=-_W+20,-_H+25.5
multiplier_Txt_Shadow.anchorX=0
multiplier_Txt_Shadow:setFillColor(colorPatterArray[_G.currentLevel][1], colorPatterArray[_G.currentLevel][2], colorPatterArray[_G.currentLevel][3])
-- multiplier_Txt.xScale, multiplier_Txt.yScale=.9,1
gameStage.multiplier_Txt_Shadow=multiplier_Txt_Shadow
gameStage:insert(multiplier_Txt_Shadow)
multiplier_Txt=display.newText("1x",0,0,native.systemFont, 44)
multiplier_Txt:setFillColor(70/255,70/255,70/255)
multiplier_Txt.x, multiplier_Txt.y=-_W+20,-_H+25
multiplier_Txt.anchorX=0
-- multiplier_Txt.xScale, multiplier_Txt.yScale=.9,1
gameStage.multiplier_Txt=multiplier_Txt
gameStage:insert(multiplier_Txt)
---------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- CREATE display objects and add them to 'group' here.
-- Example use-case: Restore 'group' from previously saved state.
-----------------------------------------------------------------------------
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
local timerArray={}
function tapLetter(event)
if event.phase=="began" and _G.isGameOver==false then
if event.target.isTapped==false then
display.getCurrentStage():setFocus(event.target)
event.target.isTapped=true
event.target[5].alpha=.3
function popLetterButton()
function popLetterBackUp()
transition.to(event.target, {time=50, xScale=event.target.xO_Scale, yScale=event.target.yO_Scale, transition=easing.outBounce})
end
transition.to(event.target, {time=30, xScale=event.target.xO_Scale-.15, yScale=event.target.yO_Scale-.15, onComplete=popLetterBackUp, transition=easing.outBounce})
end
popLetterButton()
currentWordString=currentWordString .. event.target.letter
word_Gp.wordText_Txt.text=string.upper(currentWordString)
currentLetterArray[#currentLetterArray+1]=event.target.place
totalWordScore=(totalWordScore+(letterTile_Gp[currentLetterArray[#currentLetterArray]].value*_G.currentLevel))
if string.len(currentWordString)>9 then
wordScore_Txt.text="+" .. totalWordScore .. " +" .. (currentBonusArray[string.len(currentWordString)]*_G.currentLevel)
currentBonus=(currentBonusArray[string.len(currentWordString)]*_G.currentLevel)
elseif string.len(currentWordString)>4 then
wordScore_Txt.text="+".. totalWordScore .. " +" .. (currentBonusArray[string.len(currentWordString)]*_G.currentLevel)
currentBonus=(currentBonusArray[string.len(currentWordString)]*_G.currentLevel)
else
wordScore_Txt.text="+".. totalWordScore
currentBonus=0
end
wordScore_Txt_Shadow.text=wordScore_Txt.text
manageWordCapsule(word_Gp.wordText_Txt.width)
end
end
if event.phase=="ended" then
display.getCurrentStage():setFocus(nil)
end
return true
end
function gameOver(event)
transition.cancel("letterAlarm")
transition.to(level_Gp, {time=1000, xScale=40, yScale=40, transition=easing.inExpo})
highScore_Txt.alpha=1
highScore_Txt_Shadow.alpha=1
letterTile_Gp[event.source.params.obj.place].isAlive=false
local isNewHighScore=false
if #timerArray>0 then
for i=1,#timerArray do
timer.cancel(timerArray[1][2])
table.remove(timerArray, 1)
end
end
local gameOverAnim=4000
_G.isGameOver=true
currentWordString=""
word_Gp.wordText_Txt.text=currentWordString
manageWordCapsule(0)
totalWordScore=0
wordScore_Txt.text=""
wordScore_Txt_Shadow.text=""
_G.drumPattern=0
switchMusic=0
_G.switchCurrentScale=0
_G.drumTime=_G.origDrumTime
if currentScore>_G.highScore[1] then
_G.highScore[1]=currentScore
highScore_Txt.text=_G.highScore[1]
highScore_Txt_Shadow.text=_G.highScore[1]
highScore_Txt.alpha=1.0
highScore_Txt_Shadow.alpha=1.0
_G.saveScoresFile()
isNewHighScore=true
end
if #bestWordArray>0 then
bestWord_Text.text="BEST WORD: " .. string.upper(bestWordArray[1][2]) .. " (" .. bestWordArray[1][1] .. ")"
bestWord_Text_Shadow.text="BEST WORD: " .. string.upper(bestWordArray[1][2]) .. " (" .. bestWordArray[1][1] .. ")"
local wordPattern=bestWordArray[1][2]
function showBestWordArt()
function finishShowBestWordArt()
function finishShowRestart()
function setCanReset()
canReset=true
end
transition.to(gameOverTile_Gp, {alpha=1, time=300, onComplete=setCanReset})
end
timer.performWithDelay(400, finishShowRestart, 1)
manageBestWordCapsule(bestWord_Text.width*1.6)
wordCapsule_Gp.y=bestWord_Text.y-2
-- wordCapsule_Gp.xScale, wordCapsule_Gp.yScale=.5,.5
bestWord_Text.alpha=1
bestWord_Text_Shadow.alpha=1
end
timer.performWithDelay(400, finishShowBestWordArt, 1)
end
timer.performWithDelay(1200, showBestWordArt, 1)
else
bestWord_Text.text=""
bestWord_Text.alpha=0.0
bestWord_Text_Shadow.text=""
bestWord_Text_Shadow.alpha=0.0
end
if #bestWordArray==0 then
function finishShowRestart()
function setCanReset()
canReset=true
end
transition.to(gameOverTile_Gp, {alpha=1, delay=300, time=300, onComplete=setCanReset})
end
timer.performWithDelay(400, finishShowRestart, 1)
end
function _G.alphaGameOverSlam_Anim()
_G.gameOverSlam_Gp.alpha=.6
_G.gameOverSlam_Gp.xScale, _G.gameOverSlam_Gp.yScale=.8, .8
transition.to(_G.gameOverSlam_Gp, {time=_G.origDrumTime, xScale=.001, yScale=.001, alpha=0, transition=easing.inOutQuad})
end
if isNewHighScore then
gameOverSlamGame_Text.text=""
gameOverSlamOver_Text.text=""
else
gameOverSlamGame_Text.text=""
gameOverSlamOver_Text.text=""
end
_G.gameOverSlam_Gp.x, _G.gameOverSlam_Gp.y=0,0
_G.gameOverSlam_Gp.alpha=0.0
_G.gameOverSlam_Gp.xScale, _G.gameOverSlam_Gp.yScale=.8, .8
_G.alphaGameOverSlam_Anim()
for i=1,letterTile_Gp.numChildren do
-- letterTile_Gp[i][5].alpha=.0
if letterTile_Gp[i][2].anim~=nil then
if letterTile_Gp[i].isAlive==false then
local tempAnimArray={1,2,3,4,5,6,7,8,9}
table.remove(tempAnimArray, i)
transition.cancel(letterTile_Gp[i][2].anim)
transition.to(letterTile_Gp[i], {delay=1000, time=100, y=_H-75, transition=easing.inOutExpo})
for j=1,#tempAnimArray do
if letterTile_Gp[tempAnimArray[j]][2].anim~=nil then
transition.cancel(letterTile_Gp[tempAnimArray[j]][2].anim)
transition.to(letterTile_Gp[tempAnimArray[j]], {delay=((j-1)*(1100/9)), time=100, y=_H-75, transition=easing.inOutQuad})
end
end
end
end
end
transition.to(checkButton_Img, {time=100, alpha=0})
end
function selectAvailableLetter()
local isAcceptable
local tempNum
function checkVowelConsonantBalance()
isAcceptable=true
tempNum=math.random(#letterSelectArray)
while (letterSelectArray[tempNum][1]=="a" or letterSelectArray[tempNum][1]=="e" or letterSelectArray[tempNum][1]=="i" or letterSelectArray[tempNum][1]=="o" or letterSelectArray[tempNum][1]=="u" or letterSelectArray[tempNum][1]=="y") and totalVowels==4 do
tempNum=math.random(#letterSelectArray)
end
while (letterSelectArray[tempNum][1]~="a" and letterSelectArray[tempNum][1]~="e" and letterSelectArray[tempNum][1]~="i" and letterSelectArray[tempNum][1]~="o" and letterSelectArray[tempNum][1]~="u" and letterSelectArray[tempNum][1]~="y") and totalConsonants==5 do
tempNum=math.random(#letterSelectArray)
end
end
function updateTotalVowelConsonants()
if letterSelectArray[tempNum][1]=="a" or letterSelectArray[tempNum][1]=="e" or letterSelectArray[tempNum][1]=="i" or letterSelectArray[tempNum][1]=="o" or letterSelectArray[tempNum][1]=="u" or letterSelectArray[tempNum][1]=="y" then
if totalVowels<=4 then
totalVowels=totalVowels+1
end
end
if letterSelectArray[tempNum][1]~="a" and letterSelectArray[tempNum][1]~="e" and letterSelectArray[tempNum][1]~="i" and letterSelectArray[tempNum][1]~="o" and letterSelectArray[tempNum][1]~="u" and letterSelectArray[tempNum][1]~="y" then
if totalConsonants<=5 then
totalConsonants=totalConsonants+1
end
end
end
function checkDuplicates()
local tempDup=0
local totalDups=0
local isDup=false
local dupLetterRand=math.random(100)
if dupLetterRand>10 then
for i=1,letterTile_Gp.numChildren do
for j=1,letterTile_Gp.numChildren do
if letterTile_Gp[i].letter==letterTile_Gp[j].letter and i~=j then
totalDups=totalDups+1
end
end
if letterTile_Gp[i].letter==letterSelectArray[tempNum][1] then
totalDups=totalDups+1
isDup=true
end
end
if totalDups>4 then
isAcceptable=false
end
else
for i=1,letterTile_Gp.numChildren do
if letterTile_Gp[i].letter==letterSelectArray[tempNum][1] then
isAcceptable=false
end
end
end
for i=1,letterTile_Gp.numChildren do
if letterTile_Gp[i].letter==letterSelectArray[tempNum][1] then
tempDup=tempDup+1
end
end
local noDuplicatesEverArray={"Y","X","J","Z","Q","W","B", "V"}
for i=1,letterTile_Gp.numChildren do
for j=1,#noDuplicatesEverArray do
if isDup and letterSelectArray[tempNum][1]==noDuplicatesEverArray[j] then
isAcceptable=false
end
end
if letterTile_Gp[i].letter==letterSelectArray[tempNum][1] then
tempDup=tempDup+1
end
end
if tempDup>2 then
isAcceptable=false
end
while isAcceptable==false do
checkVowelConsonantBalance()
checkDuplicates()
end
end
checkVowelConsonantBalance()
checkDuplicates()
if isAcceptable then
updateTotalVowelConsonants()
end
return tempNum
end
function makeLetterTile(n)
local tile_Gp=display.newGroup()
tile_Gp.x, tile_Gp.y=letterTile_Gp.numChildren*62.5-(totalTilesOnScreen*62.5)/2+31.25-(_W*2.5),0
tile_Gp.xScale, tile_Gp.yScale=.58,.58
tile_Gp.xO_Scale, tile_Gp.yO_Scale=.58,.58
tile_Gp:addEventListener("touch", tapLetter)
local tempRandLetter=selectAvailableLetter()
if tempRandLetter~=0 then
tile_Gp.letter=letterSelectArray[tempRandLetter][1]
tile_Gp.value=letterSelectArray[tempRandLetter][2]
end
tile_Gp.place=n
tile_Gp.speed=0
tile_Gp.isAlive=true
tile_Gp.isTapped=false
local tileBase_Img
tileBase_Img=display.newImageRect("img/tile.png", 110, 110)
tileBase_Img.x, tileBase_Img.y=0,0
tileBase_Img.alpha=1
if tempRandLetter==0 then
tileBase_Img.alpha=0.0
end
tileBase_Img.xScale, tileBase_Img.yScale=.99,.99
tile_Gp:insert(tileBase_Img)
local tileAlert_Rect
tileAlert_Rect=display.newImageRect("img/tile.png", 110, 110)
tileAlert_Rect.x, tileAlert_Rect.y=0,00
tileAlert_Rect.alpha=.1
if tempRandLetter==0 then
tileAlert_Rect.alpha=0.0
end
tileAlert_Rect:setFillColor(252/255, 80/255, 80/255)
tile_Gp:insert(tileAlert_Rect)
if tempRandLetter~=0 then
if( display.imageSuffix == "@4x" ) then
mask = graphics.newMask( "img/tileMask@4x.png" )
tileAlert_Rect:setMask( mask )
tileAlert_Rect.maskScaleX = 0.25
tileAlert_Rect.maskScaleY = 0.25
tileAlert_Rect.maskY=100
elseif( display.imageSuffix == "@2x" ) then
mask = graphics.newMask( "img/tileMask@2x.png" )
tileAlert_Rect:setMask( mask )
tileAlert_Rect.maskScaleX = 0.50
tileAlert_Rect.maskScaleY = 0.50
tileAlert_Rect.maskY=100
else
mask = graphics.newMask( "img/tileMask.png" )
tileAlert_Rect:setMask( mask )
tileAlert_Rect.maskY=100
end
end
function tile_Gp.setTileAnim()
tile_Gp.anim=transition.to(tile_Gp, {delay=((4000* (tile_Gp.value*(50 / _G.currentLevel)))*(tileAlert_Rect.maskY/100)/4)*2.5, time=100, y=tile_Gp.y-2, iterations=-1, transition=easing.continuousLoop, tag="letterAlarm"})
tileAlert_Rect.anim=transition.to(tileAlert_Rect, {time=(4000* (tile_Gp.value*(50 / _G.currentLevel)))*(tileAlert_Rect.maskY/100), alpha=1, maskY=0, tag="letterAlert"})
local newTileTimer=timer.performWithDelay((4000* (tile_Gp.value*(50 / _G.currentLevel)))*(tileAlert_Rect.maskY/100), gameOver, 1)
newTileTimer.params = { obj = tile_Gp }
timerArray[#timerArray+1]={tile_Gp.place, newTileTimer}
end
function tile_Gp.cancelTileAnim()
if tileAlert_Rect.anim~=nil then
transition.cancel(tileAlert_Rect.anim)
end
end
if tempRandLetter~=0 then
tile_Gp.setTileAnim()
tileLetter_Txt=display.newText(string.upper(tile_Gp.letter),0,0,native.systemFont, 64)
tileLetter_Txt:setFillColor(0/255,0/255,0/255)
tileLetter_Txt.x, tileLetter_Txt.y=0,10
tileLetter_Txt.xScale, tileLetter_Txt.yScale=1,1
tileLetter_Txt.alpha=1
tile_Gp:insert(tileLetter_Txt)
tileValue_Txt=display.newText(tile_Gp.value,0,0,native.systemFont, 24)
tileValue_Txt:setFillColor(0/255,0/255,0/255)
tileValue_Txt.x, tileValue_Txt.y=30,-30
tile_Gp:insert(tileValue_Txt)
local tileLetterSelected_Txt
tileLetterSelected_Txt=display.newImageRect("img/tile.png", 110, 110)
tileLetterSelected_Txt.x, tileLetterSelected_Txt.y=0,0
tileLetterSelected_Txt.alpha=0
tileLetterSelected_Txt.xScale, tileLetterSelected_Txt.yScale=.99,.99
tileLetterSelected_Txt:setFillColor(0/255)
tile_Gp:insert(tileLetterSelected_Txt)
end
letterTile_Gp:insert(tile_Gp)
end
function incMultiplier()
if _G.currentLevel<10 then
currentLevelProgress=currentLevelProgress+1
baseColorSlider_Rect.alpha=1
if currentLevelProgress==3 then
_G.currentLevel=_G.currentLevel+1
multiplier_Txt.text=_G.currentLevel .. "x"