[ ] Increase with time, every second the score will increase by 1
[ ] Increase score on asteroid death, when an asteroid is destroyed, you gain 5 score
[ ] Reset score on player death, once the player dies, your score will be reset to zero and the game will be over.
Implementation Tasks
[ ] Create score variable
[ ] Manage score display through SFML
[ ] Add 1 to the score, per second that you're alive
[ ] Add 5 to the score for every asteroid you destroy
[ ] Reset score to 0 when the game is over
classDiagram
Game --> Enemies :update
Enemies --> Score :die
Score --> text
We used the single responsibility principle, because score only displays the score on the screen and nothing else and the Dependency inversion principle is used so we don't tie the classes together and get linker errors
Reflection
Sadly I didn't get to implement this but if I was to, I would do a good job on it. It was a very easy task to do, but I just forgot all about these stories and the board. I was too focused trying to fix errors on the game
Acceptance Criteria
Implementation Tasks
We used the single responsibility principle, because score only displays the score on the screen and nothing else and the Dependency inversion principle is used so we don't tie the classes together and get linker errors
Reflection
Sadly I didn't get to implement this but if I was to, I would do a good job on it. It was a very easy task to do, but I just forgot all about these stories and the board. I was too focused trying to fix errors on the game