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Make 2048 in Unity – Win Screen (Lesson 13)

For this lesson, we will show you how to add a winning screen to your game for when your players get to 2048. The win screen will give the players the option to restart or continue. If the players restart it will reload the scene. If the players click the continue it will hide the win screen and as a result, the players will be able to keep playing the game to get a higher score.

Unlock Code and Member Content

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;


    public Color[] fillColors;

    [SerializeField] int winningScore;

    [SerializeField] GameObject winningPanel;
    bool hasWon;


    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);
    }

   public void WinningCheck(int highestFill)
    {
        if (hasWon)
            return;

        if(highestFill == winningScore)
        {
            winningPanel.SetActive(true);
            hasWon = true;
        }
    }

    public void KeepPlaying()
    {
        winningPanel.SetActive(false);
    }

}

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;

    Image myImage;

   

    public void FillValueUpdate(int valueIn)
    {
        value = valueIn;
        valueDisplay.text = value.ToString();

        int colorIndex = GetColorIndex(value);
        Debug.Log(colorIndex + " color index");
        myImage = GetComponent<Image>();
        myImage.color = GameController2048.instance.fillColors[colorIndex];
    }

    int GetColorIndex(int valueIn)
    {
        int index = 0;
        while(valueIn != 1)
        {
            index++;
            valueIn /= 2;
        }

        index--;
        return index;
    }

    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();

        int colorIndex = GetColorIndex(value);
        Debug.Log(colorIndex + " color index");

        myImage.color = GameController2048.instance.fillColors[colorIndex];

        GameController2048.instance.WinningCheck(value);
    }
}
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
}