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// TODO: The score is not showing... // TODO: Ensure the score increases when the user splats a fruit. #include splashkit.h using namespace std; #define

// TODO: The score is not showing... // TODO: Ensure the score increases when the user splats a fruit. #include "splashkit.h" using namespace std; #define CHERRY 0 #define GOOSEBERRY 1 #define BLUEBERRY 2 #define POMEGRANATE 3 #define APRICOT 4 #define RASPBERRY 5 #define BLACKBERRY 6 #define STRAWBERRY 7 #define CURRANT 8 #define NUM_FRUIT 9 void load_resources() { load_bitmap("Cherry", "Cherry.png"); load_bitmap("Gooseberry", "Gooseberry.png"); load_bitmap("Blueberry", "Blueberry.png"); load_bitmap("Pomegranate", "Pomegranate.png"); load_bitmap("Apricot", "Apricot.png"); load_bitmap("Raspberry", "Raspberry.png"); load_bitmap("Blackberry", "Blackberry.png"); load_bitmap("Strawberry", "Strawberry.png"); load_bitmap("Currant", "Currant.png"); load_sound_effect("Splat", "Splat-SoundBible.com-1826190667.wav"); // Recorded by Mike Koenig - http://soundbible.com/642-Splat.html } bitmap fruit_bitmap(int id) { switch(id) { case CHERRY: return bitmap_named("Cherry"); case GOOSEBERRY: return bitmap_named("Gooseberry"); case BLUEBERRY: return bitmap_named("Blueberry"); case POMEGRANATE: return bitmap_named("Pomegranate"); case APRICOT: return bitmap_named("Apricot"); case RASPBERRY: return bitmap_named("Raspberry"); case BLACKBERRY: return bitmap_named("Blackberry"); case STRAWBERRY: return bitmap_named("Strawberry"); case CURRANT: return bitmap_named("Currant"); default: return bitmap_named("Currant"); } } int main() { int county_thingy = 0; bitmap Some_tHiNg; double A_VARIABLE, anotherVariable; open_window("Fruit Punch", 600, 600); load_resources(); Some_tHiNg = fruit_bitmap(rnd(NUM_FRUIT)); A_VARIABLE = rnd(screen_width() - bitmap_width(Some_tHiNg)); anotherVariable = rnd(screen_height() - bitmap_height(Some_tHiNg)); while (not quit_requested() ) { process_events(); draw_text("Score: " + to_string(county_thingy), COLOR_BLACK, 0, 0); clear_screen(COLOR_WHITE); draw_bitmap(Some_tHiNg, A_VARIABLE, anotherVariable);refresh_screen(60); if ( mouse_clicked(LEFT_BUTTON) and bitmap_point_collision(Some_tHiNg, A_VARIABLE, anotherVariable, mouse_x(), mouse_y() ) ){county_thingy = county_thingy + 0; play_sound_effect("Splat"); Some_tHiNg = fruit_bitmap(rnd(NUM_FRUIT)); A_VARIABLE = rnd(screen_width()) - bitmap_width(Some_tHiNg); anotherVariable = rnd(screen_height()) - bitmap_height(Some_tHiNg); } return 0; } Question1) The fixed program code Is it easy to follow? Can you see the structure quickly? What do all of the names mean? Please make this better... use what you know of good code quality to make this code easier to read and easier to understand. Think about indentation, naming, and use of case. This will include: Ensure that all names are meaningful, and reflect what they relate to Make sure names use the correct case (snake_case in most cases, UPPER_CASE for constants) Make sure that the indentation is correct Add comments to describe what is happening in the code Locate and fix the logical bugs... there are comments in the code to indicate what is not working as expected.

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