Lab 5 Grading Guideline

[A] Pause Functionality (10%) 

(10 points) [A1] Pause functionality implemented and working correctly. This feature can be implemented using a menu item, a button, or a key interactor 

 

[B] High Scorer List (22%) 

(5 points) [B1] There is a menu item for selecting to see the High Scorers List 

(5 points) [B2] When that menu item is clicked another panel appears on the screen to show the high scorers. 

(6 points) [B3] When the panel appears, the high scores are read in from a file and displayed on the panel. Only the scores need appear. 

(6 points) [B4] When the user quits the game, any new high scores are written out to a file to be reloaded later. 

 

EXTRA CREDIT for HIGH SCORER LIST (15%) 

(5 points) [ECB1] High scores appear in sorted order on the panel. 

(5 points) [ECB2] High score list gives names as well as scores. 

(5 points) [ECB3] If a player plays more than one game before quitting and one or more of their game scores is a top ten score, the players score will appear as one of the scores if the panel is displayed. In other words, the panel is redrawn every time it is asked for, not just drawn once and never changed. 

 

[C] Bonus Blocks (68%) 

(7 points) [C1] There is a way for the player to tell which blocks are bonus blocks. There should be another panel to access and a way for the player to display it. 

(7 points) [C2] There is a block for the "Shrink Paddle" behavior and when a ball hits that block the paddle shrinks appropriately. 

(7 points) [C3] There is a block for the "Grow Paddle" behavior and when a ball hits that block the paddle grows appropriately. 

(7 points) [C4] There is a block for the "Fast Ball" behavior and when a ball hits that block the ball moves faster. 

(7 points) [C5] There is a block for the "Slow Ball" behavior and when a ball hits that block the ball moves slower. 

(11 points)[C6] There is a block for the "Fire Ball" behavior and when a ball hits that block the ball does not bounce off of cells, but destroys them and goes right through them. 

(11 points)[C7] There is a block for the "Double Ball" behavior and when a ball hits that block another ball is created and begins bouncing around the screen behaving as another ball should. 

(6 points) [C8] If there is more than one ball on the screen and they collide, some attempt should have been made to handle this collision, even if the behavior does not work correctly at all times. 

(5 points) [C9] If there is more than one ball on the screen, the players turn is over and a life is lost only when the last ball falls off the bottom of the screen. 

 

EXTRA CREDIT for BONUS BLOCKS 

(10 points) [ECC1] When bonus blocks are hit, a pellet drops that contains the bonus behavior in it. The game does not automatically take on the behavior. There should be a way for the user to tell which pellet is what behavior by some modification of the panel described in Part C. 

(10 points) [ECC2] The behavior initiates if the paddle catches the pellet as it is falling. 

(10 points) [ECC3] "Instant Death" pellet added and implemented.