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Make 2048 in Unity – Score and Display (Lesson 10)

For this lesson how to make 2048 in Unity we will be working scoring our game. This will include having the points add to a score variable when the blocks are combine as well as displaying that score when it is updated.

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GameController2048.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameController2048 : MonoBehaviour
{
    public static GameController2048 instance;
    public static int ticker;
    [SerializeField] GameObject fillPrefab;
    [SerializeField] Cell2048[] allCells;
    public static Action<string> slide;
    public int myScore;
    [SerializeField] Text scoreDisplay;
    int isGameOver;
    [SerializeField] GameObject gameOverPanel;
    private void OnEnable()
    {
        if(instance == null)
        {
            instance = this;
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        StartSpawnFill();
        StartSpawnFill();
    }
    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Space))
        {
            SpawnFill();
        }
        if(Input.GetKeyDown(KeyCode.W))
        {
            ticker = 0;
            isGameOver = 0;
            slide("w");
        }
        if (Input.GetKeyDown(KeyCode.D))
        {
            ticker = 0;
            isGameOver = 0;
            slide("d");
        }
        if (Input.GetKeyDown(KeyCode.S))
        {
            ticker = 0;
            isGameOver = 0;
            slide("s");
        }
        if (Input.GetKeyDown(KeyCode.A))
        {
            ticker = 0;
            isGameOver = 0;
            slide("a");
        }
    }
    public void SpawnFill()
    {
        bool isFull = true;
        for(int i = 0; i < allCells.Length; i++)
        {
            if(allCells[i].fill == null)
            {
                isFull = false;
            }
        }
        if(isFull == true)
        {
            return;
        }
        int whichSpawn = UnityEngine.Random.Range(0, allCells.Length);
        if(allCells[whichSpawn].transform.childCount != 0)
        {
            Debug.Log(allCells[whichSpawn].name + " is already filled");
            SpawnFill();
            return;
        }
        float chance = UnityEngine.Random.Range(0f, 1f);
        Debug.Log(chance);
        if(chance <.2f)
        {
            return;
        }
        else if(chance < .8f)
        {
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
            Debug.Log(2);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(2);
        }
        else
        {
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
            Debug.Log(4);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(4);
        }
    }
    public void StartSpawnFill()
    {
        int whichSpawn = UnityEngine.Random.Range(0, allCells.Length);
        if (allCells[whichSpawn].transform.childCount != 0)
        {
            Debug.Log(allCells[whichSpawn].name + " is already filled");
            SpawnFill();
            return;
        }
       
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
            Debug.Log(2);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(2);
        
    }
    public void ScoreUpdate(int scoreIn)
    {
        myScore += scoreIn;
        scoreDisplay.text = myScore.ToString();
    }
    public void GameOverCheck()
    {
        isGameOver++;
        if(isGameOver >= 16)
        {
            gameOverPanel.SetActive(true);
        }
    }
    public void Restart()
    {
        SceneManager.LoadScene(0);
    }
}

Cell2048.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cell2048 : MonoBehaviour
{
    public Cell2048 right;
    public Cell2048 down;
    public Cell2048 left;
    public Cell2048 up;
    public Fill2048 fill;
    private void OnEnable()
    {
        GameController2048.slide += OnSlide;
    }
    private void OnDisable()
    {
        GameController2048.slide -= OnSlide;
    }
    private void OnSlide(string whatWasSent)
    {
        CellCheck();
        Debug.Log(whatWasSent);
        if(whatWasSent == "w")
        {
            if (up != null)
                return;
            Cell2048 currentCell = this;
            SlideUp(currentCell);
        }
        if (whatWasSent == "d")
        {
            if (right != null)
                return;
            Cell2048 currentCell = this;
            SlideRight(currentCell);
        }
        if (whatWasSent == "s")
        {
            if (down != null)
                return;
            Cell2048 currentCell = this;
            SlideDown(currentCell);
        }
        if (whatWasSent == "a")
        {
            if (left != null)
                return;
            Cell2048 currentCell = this;
            SlideLeft(currentCell);
        }
        GameController2048.ticker++;
        if(GameController2048.ticker == 4)
        {
            GameController2048.instance.SpawnFill();
        }
       
        
    }
    void SlideUp(Cell2048 currentCell)
    {
        
        if (currentCell.down == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if(currentCell.down.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.down.transform;
                    currentCell.down.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideUp(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.down == null)
            return;
        SlideUp(currentCell.down);
    }
    void SlideRight(Cell2048 currentCell)
    {
        if (currentCell.left == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.left;
            while (nextCell.left != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.left;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if (currentCell.left.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.left.transform;
                    currentCell.left.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.left;
            while (nextCell.left != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.left;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideRight(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.left == null)
            return;
        SlideRight(currentCell.left);
    }
    void SlideDown(Cell2048 currentCell)
    {
        if (currentCell.up == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.up;
            while (nextCell.up != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.up;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if (currentCell.up.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.up.transform;
                    currentCell.up.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.up;
            while (nextCell.up != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.up;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideDown(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.up == null)
            return;
        SlideDown(currentCell.up);
    }
    void SlideLeft(Cell2048 currentCell)
    {
        if (currentCell.right == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.right;
            while (nextCell.right != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.right;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if (currentCell.right.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.right.transform;
                    currentCell.right.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.right;
            while (nextCell.right != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.right;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideLeft(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.right == null)
            return;
        SlideLeft(currentCell.right);
    }
    void CellCheck()
    {
        
        if (fill == null)
            return;
        if(up != null)
        {
            if (up.fill == null)
                return;
            if (up.fill.value == fill.value)
                return;
        }
        if (right != null)
        {
            if (right.fill == null)
                return;
            if (right.fill.value == fill.value)
                return;
        }
        if (down != null)
        {
            if (down.fill == null)
                return;
            if (down.fill.value == fill.value)
                return;
        }
        if (left != null)
        {
            if (left.fill == null)
                return;
            if (left.fill.value == fill.value)
                return;
        }
        Debug.Log("Check");
        GameController2048.instance.GameOverCheck();
    }
}

Fill2048.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Fill2048 : MonoBehaviour
{
    public int value;
    [SerializeField] Text valueDisplay;
    [SerializeField] float speed;
    bool hasCombine;
    public void FillValueUpdate(int valueIn)
    {
        value = valueIn;
        valueDisplay.text = value.ToString();
    }
    private void Update()
    {
        if(transform.localPosition != Vector3.zero)
        {
            hasCombine = false;
            transform.localPosition = Vector3.MoveTowards(transform.localPosition, Vector3.zero, speed * Time.deltaTime);
        }
        else if(hasCombine == false)
        {
            if(transform.parent.GetChild(0) != this.transform)
            {
                Destroy(transform.parent.GetChild(0).gameObject);
            }
            hasCombine = true;
        }
    }
    public void Double()
    {
        value *= 2;
        GameController2048.instance.ScoreUpdate(value);
        valueDisplay.text = value.ToString();
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}