Hi,
just thought I would give GPGS a go for the first time.
I just wanted to ask :
-
if the user starts the game should GPGS auto log you in or do you have to click the login button ?
-
when an achievement is reached should a box with a notification pop up to let you know during play ?
-
am I using this code correctly, I am using a plugins sample, see below
-
any help would be appreciated, thank you
[lua]
local left = display.screenOriginX + display.viewableContentWidth/100
local top = display.screenOriginY + display.viewableContentHeight/100
local width = display.viewableContentWidth - display.viewableContentWidth/100
local size = display.viewableContentHeight/15
local buttonTextSize = display.viewableContentWidth/20
local scoreText = display.newText (string.format("%d", passScore),100,200, “cherill”, 32)–y,x
– Submits the score from the scoreTextField into the leaderboard
local function submitScoreListener(event)
gameNetwork.request(“setHighScore”,
{
localPlayerScore =
{
category = leaderboardId, – Id of the leaderboard to submit the score into
value = _G.passScore – The score to submit
}
})
end
local function unlockAchievementListener(event)
if levelCounter == 5 then
gameNetwork.request(“unlockAchievement”,
{
achievement =
{
identifier = CgkIk5nz168eEAIQAQ – The id of the achievement to unlock for the current user
}
})
end
if levelCounter == 10 then
gameNetwork.request(“unlockAchievement”,
{
achievement =
{
identifier =CgkIk5nz168eEAIQAg – The id of the achievement to unlock for the current user
}
})
end
if levelCounter == 25 then
gameNetwork.request(“unlockAchievement”,
{
achievement =
{
identifier = CgkIk5nz168eEAIQBQ-- The id of the achievement to unlock for the current user
}
})
end
if levelCounter == 50 then
gameNetwork.request(“unlockAchievement”,
{
achievement =
{
identifier = CgkIk5nz168eEAIQBw – The id of the achievement to unlock for the current user
}
})
end
if gemAmountCounter == 1000 then
gameNetwork.request(“unlockAchievement”,
{
achievement =
{
identifier = CgkIk5nz168eEAIQCA – The id of the achievement to unlock for the current user
}
})
end
if gemAmountCounter == 5000 then
gameNetwork.request(“unlockAchievement”,
{
achievement =
{
identifier = CgkIk5nz168eEAIQAw – The id of the achievement to unlock for the current user
}
})
end
if gatewayCounter == 10 then
gameNetwork.request(“unlockAchievement”,
{
achievement =
{
identifier = CgkIk5nz168eEAIQBA – The id of the achievement to unlock for the current user
}
})
end
end
local function showLeaderboardListener(event)
gameNetwork.show(“leaderboards”) – Shows all the leaderboards.
end
local function showAchievementsListener(event)
gameNetwork.show(“achievements”) – Shows the locked and unlocked achievements.
end
local loginLogoutButton
local function loginLogoutListener(event)
local function loginListener(event1)
– Checks to see if there was an error with the login.
if event1.isError then
loginLogoutButton:setLabel(“Login”)
else
loginLogoutButton:setLabel(“Logout”)
end
end
if gameNetwork.request(“isConnected”) then
gameNetwork.request(“logout”)
loginLogoutButton:setLabel(“Login”)
else
– Tries to login the user, if there is a problem then it will try to resolve it. eg. Show the log in screen.
gameNetwork.request(“login”,
{
listener = loginListener,
userInitiated = true
})
end
end
local scoreSubmitButton = widget.newButton
{
top = 50,
left = left,
width = width,
height = size,
label = “Submit Score”,
fontSize = buttonTextSize,
onRelease = submitScoreListener,
}
local achievementSubmitButton = widget.newButton
{
top = scoreSubmitButton.y + scoreSubmitButton.height/2,
left = left,
width = width,
height = size,
label = “Unlock Achievement”,
fontSize = buttonTextSize,
onRelease = unlockAchievementListener,
}
--show leaderboard button
local showLeaderboardButton = widget.newButton
{
top = display.screenOriginY + display.viewableContentHeight/2,
left = left,
width = width,
height = size,
label = “Show Leaderboard”,
fontSize = buttonTextSize,
onRelease = showLeaderboardListener,
}
--show achievement button
local showAchievementButton = widget.newButton
{
top = showLeaderboardButton.y + showLeaderboardButton.height/2,
left = left,
width = width,
height = size,
label = “Show Achievements”,
fontSize = buttonTextSize,
onRelease = showAchievementsListener,
}
--login button
loginLogoutButton = widget.newButton
{
top = 150,
left = left,
width = width,
height = size,
label = “Login”,
fontSize = buttonTextSize,
onRelease = loginLogoutListener,
}
– Checks if the auto login worked and if it did then change the text on the button
if gameNetwork.request(“isConnected”) then
loginLogoutButton:setLabel(“Logout”)
end
[/lua]