Open RCramiro opened 10 years ago
I'll work on it if no one hasn't been able to work on it
Thanks for the offer, Jake, but we can't accept your help. This is a school project, so jcosta9, rmartinez3, zihangeng, and I have to do this on our own. However, feel free to fork this repository and mess around with it.
Thank you, I'll certainly do that!
Feng, could you modify Game::displayHighscores()
so that newly-added scores are flashing or a different color? Right now, the player can't tell if he's beaten the high score unless he tracks the score himself, so I think you need to provide some sort of visual confirmation.
Currently, Game::updateHighscore()
only takes player 1's score into account. It should consider the scores of players 1 through playerCount
. For example, if playerCount
is 3, then Game::updateHighscore()
should consider the scores of players 1, 2, and 3.
Game
must keep track the top 10 highest scores. These scores are to be stored as an array of 10 unsigned integers stored inside ofGame
, and they will also be backed up in a highscore file.The following functions will have to be implemented:
Game::readHighscoreFile()
: reads in the list of scores from the highscore file and uses that information to populateGame
's highscore array. If no highscore file is found, then the function should create it and initialize it with highscores of 0. This function will be called from withinGame::Game()
.Game::updateHighscores()
: updates the highscore array with current player scores if any players have beaten one of the highscores. This should also update the highscore file. This function will be called asGame::state
is transitioning intoHIGH_SCORE_ENTRY
.Game::displayHighscores()
: draws/paints/writes the current highscores onto the screen. This function will be called from withinGame::render()
whenGame::state
isHIGH_SCORE_DISPLAY
.