Here is my Code… Right now i have written my own Code … lol
// Fill out your copyright notice in the Description page of Project Settings.
#include "BullCowCartridge.h"
void UBullCowCartridge::BeginPlay() // When the game starts
{
Super::BeginPlay();
SetupGame(); //Setting Up Game
}
void UBullCowCartridge::SetupGame()
{
// Text Macro damit Text auf allen Plattformen richtig angezeigt wird ( Trifft auf ALLE Strings inkl. PrintLine zu )
PrintLine(TEXT("Willkommen zu Bull & Cows"));
HiddenWord = TEXT("Cake"); // Set Hidden Word ->reference in BullCowCartridge.h
Lives = HiddenWord.Len(); // Set Lives ->reference in BullCowCartridge.h
PrintLine(FString::Printf(TEXT("You have %i Lives left"), Lives));
bGameOver = false;
PrintLine(FString::Printf(TEXT("Gib dein %i Zeichen grosses Wort ein"), HiddenWord.Len()));
PrintLine(TEXT("Gib dein Wort ein...:"));
}
void UBullCowCartridge::OnInput(const FString &Input) // When the player hits enter
{
// Make Sure both are the same
UserInput = Input;
if (Lives < 1)
{
bGameOver = true;
EndGame();
return;
}
LiveAndWordCheck(UserInput);
//PrintLine(UserInput);
//PrintLine(Input);
}
void UBullCowCartridge::LiveAndWordCheck(FString UserInput)
{
if (UserInput == HiddenWord)
{
bGameOver = false;
EndGame();
return;
}
if (UserInput.Len() != HiddenWord.Len())
{
ClearScreen();
PrintLine(FString::Printf(TEXT("You have entered the wrong Word\nThe word has %i characters"), HiddenWord.Len()));
PrintLine(FString::Printf(TEXT("%i Lives left"), --Lives));
return;
}
if (UserInput.Len() == HiddenWord.Len())
{
ClearScreen();
PrintLine(FString::Printf(TEXT("You have entered enough Characters\nBut the word is wrong")));
PrintLine(FString::Printf(TEXT("%i Lives left"), --Lives));
return;
}
}
void UBullCowCartridge::EndGame()
{
switch (bGameOver)
{
case false:
ClearScreen();
PrintLine(FString::Printf(TEXT("The Hidden word was %s"), *HiddenWord));
PrintLine(TEXT("You Won\n\n"));
SetupGame();
break;
case true:
ClearScreen();
PrintLine(FString::Printf(TEXT("No Lives left")));
PrintLine(TEXT("You Lost\n\n"));
SetupGame();
break;
}
}