AfterGameOver
0 (0 Likes / 0 Dislikes)
Setting up the Score JFrame.
Inside it are the: high score, level and score.
You must put a question in the frame if the player wants to play again or not.
Code the necessary commands if the player pressed 'No'.
Code the necessary commands if the player pressed 'Yes'.
If the player pressed 'Yes', the current frame must be disposed and the frame for the game must be visible.
You must also start the timer of the game in this part.
Set the text of the following labels to show the score and level of the player as well as the highest score.
Create a different class for comparing the current score of the player to the highest score.
This will check if the current score of the player is higher than the 'high score'.
Check if the following codes will show the high score.
Do not forget the mechanics of the game while playing.
If the player has leveled up and different chickens appeared, these different chickens are the power ups or power downs.
Do not shoot the power downs or it will deduct 20 points to your current score.
Wait for it to disappear and earn more points.
Remember that once a chicken reaches the bottom or the spaceship's domain, the game will be over.
Check if the score comparator will work properly.