/// <summary> /// Add item to the list. /// </summary> /// <param name="item"></param> /// <returns>True if item made it in the top 5, False in not.</returns> public bool add(HighScoreItem item) { highScores.Add(item); highScores.Sort(); if (highScores.Count > 5) { bool madeit = false; HighScores temp = new HighScores(); for (int i = 0; i < 5; i++) { temp.highScores[i] = this.highScores[i]; if (temp.highScores[i].Equals(item)) { madeit = true; } } this.highScores = temp.highScores; return madeit; } else { return true; } }
public static List <HighScoreItem> GetHighScoreItemList() { List <HighScoreItem> highScoreItems = new List <HighScoreItem>(); FileStream fileStream = new FileStream(SourceFile, FileMode.Open, FileAccess.Read); using (StreamReader reader = new StreamReader(fileStream, Encoding.UTF8)) { int index = 0; string line; while ((line = reader.ReadLine()) != null) { HighScoreItem highScoreItem = new HighScoreItem(); if (index % 2 == 0) { highScoreItem.PlayerName = line; } else { Int32.TryParse(line, out int playerScore); highScoreItem.PlayerScore = playerScore; } highScoreItems.Add(highScoreItem); index++; } } return(highScoreItems); }
public static List <HighScoreItem> AddHighScoreItemToFile(HighScoreItem item) { string[] lines = { item.PlayerName, item.PlayerScore.ToString() }; File.WriteAllLines(SourceFile, lines); return(GetHighScoreItemList()); }
public async Task <ActionResult <HighScoreItem> > PostHighScoreItem(HighScoreItem highScoreItem) { _context.HighScoreItems.Add(highScoreItem); await _context.SaveChangesAsync(); return(CreatedAtAction(nameof(GetHighScoreItem), new { id = highScoreItem.Id }, highScoreItem)); }
public async Task <IActionResult> PutHighScoreItem(int id, HighScoreItem highScoreItem) { if (id != highScoreItem.Id) { return(BadRequest()); } _context.Entry(highScoreItem).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!HighScoreItemExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
private HighScoreItem[] m_HighScores = new HighScoreItem[k_NumberOfHighScores + 1]; //Extra slot for the current score, for the sort public void loadSavedScores() { for (int i = 0; i <= k_NumberOfHighScores; i++) { int score = PlayerPrefs.GetInt(i.ToString() + "score"); string time = PlayerPrefs.GetString(i.ToString() + "time"); string name = PlayerPrefs.GetString(i.ToString() + "name"); HighScoreItem currentHighScoreItem = new HighScoreItem(score, name, time); m_HighScores[i] = currentHighScoreItem; } }
public void UpdateHighScoreList(int i_NewScore) { loadSavedScores(); m_HighScores[k_NumberOfHighScores] = new HighScoreItem(i_NewScore, r_RandomNames[(int)UnityEngine.Random.Range(0, r_RandomNames.Length - 1)], DateTime.Now.ToString()); Array.Sort(m_HighScores); for (int i = 0; i <= k_NumberOfHighScores; i++) { PlayerPrefs.SetInt(i.ToString() + "score", m_HighScores[i].Score); PlayerPrefs.SetString(i.ToString() + "time", m_HighScores[i].Time.ToString()); PlayerPrefs.SetString(i.ToString() + "name", m_HighScores[i].Name); } }
public static void Initialize() { if(File.Exists("HighScores.txt")) { StreamReader fileIn = new StreamReader("HighScores.txt"); for (int i = Utility.ZERO; i < Utility.THREE; ++i) { string[] nextLine = fileIn.ReadLine().Split(Utility.LEVEL_LOADER_DELIMITER); var nextHighScoreItem = new HighScoreItem(nextLine[Utility.ZERO], Int32.Parse(nextLine[Utility.ONE])); TopScores[i] = nextHighScoreItem; } fileIn.Close(); } else { TopScores[0] = new HighScoreItem("AAA", 00000); TopScores[1] = new HighScoreItem("BBB", 00000); TopScores[2] = new HighScoreItem("CCC", 00000); SaveScores(); } }
//Neuen Highscore eintrag verfassen public static bool AddScoreItem(string p_name, int p_score, bool saveScore = true) { int lastItem = _maxScoreItems-1; bool newHighscore = false; //Ist die Akt Länge kleiner als die Beschränkung if (_scoreList.Count < _maxScoreItems) { HighScoreItem item = new HighScoreItem (p_name, p_score); //In highscore liste speichern _scoreList.Add (item); newHighscore = true; } else if(p_score > GetItemScore(lastItem)) { // Schon alle Plätze belegt dann wenn größer letzten austauschen HighScoreItem item = new HighScoreItem (p_name, p_score); //In highscore liste letztes Element ersetzten _scoreList.Insert(lastItem,item); newHighscore = true; } _actPoints = 0; //Sortieren SortScoreList (); if(saveScore){ //SaveNewScoreList(); } return newHighscore; }
/// <summary> /// Adds an entry to the map, according to the gameType and Difficulty parameters /// </summary> /// <param name="item">HighScoreItem to be added.</param> /// <param name="type">Standard or Squiggly</param> /// <param name="diff">Easy, Medium or Hard</param> /// <returns></returns> public bool add(HighScoreItem item, gameType type, Difficulty diff) { int d = diff == Difficulty.Easy ? 0 : (diff == Difficulty.Medium ? 1 : 2); return HS[type][d].add(item); }
public static void UpdateScores() { HighScoreItem high = new HighScoreItem(new string(NewHighScoreName),NewScore ); TopScores[NewScoreIndex] = high; SaveScores(); }