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FlappyBug: Unify the way of getting the final score
Previously we would display the score rounded to the nearest integer, but save the high score by using a static_cast<u32>, which would always round the score down. This could lead to the final score being higher than the new high score, when they should be equal. Now we always round the score to the nearest integer.
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7976e1852c
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2 changed files with 10 additions and 3 deletions
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@ -30,7 +30,7 @@ void Game::reset()
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void Game::game_over()
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{
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if (on_game_end)
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m_high_score = on_game_end(static_cast<u32>(m_difficulty));
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m_high_score = on_game_end(get_final_score(m_difficulty));
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reset();
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}
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@ -73,7 +73,7 @@ void Game::paint_event(GUI::PaintEvent& event)
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if (m_active) {
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painter.draw_text(m_score_rect, String::formatted("{:.0}", m_difficulty).release_value_but_fixme_should_propagate_errors(), Gfx::TextAlignment::TopLeft, Color::White);
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} else if (m_high_score.has_value()) {
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auto message = String::formatted("Your score: {:.0}\nHigh score: {:.0}\n\n{}", m_last_score, m_high_score.value(), m_restart_cooldown < 0 ? "Press any key to play again" : " ").release_value_but_fixme_should_propagate_errors();
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auto message = String::formatted("Your score: {}\nHigh score: {}\n\n{}", get_final_score(m_last_score), m_high_score.value(), m_restart_cooldown < 0 ? "Press any key to play again" : " ").release_value_but_fixme_should_propagate_errors();
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painter.draw_text(m_text_rect, message, Gfx::TextAlignment::Center, Color::White);
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} else {
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painter.draw_text(m_text_rect, "Press any key to start"sv, Gfx::TextAlignment::Center, Color::White);
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@ -150,4 +150,9 @@ void Game::tick()
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queue_update();
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}
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u32 Game::get_final_score(float score)
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{
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return static_cast<u32>(roundf(score));
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}
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}
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@ -39,6 +39,8 @@ private:
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bool ready_to_start() const;
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void player_input();
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static u32 get_final_score(float score);
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public:
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struct Bug {
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float const x { 50 };
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@ -169,7 +171,7 @@ private:
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Obstacle m_obstacle;
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Cloud m_cloud;
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bool m_active;
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Optional<float> m_high_score {};
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Optional<u32> m_high_score {};
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float m_last_score {};
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float m_difficulty {};
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float m_restart_cooldown {};
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