improved the way scoring works for same
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@ -62,16 +62,19 @@
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(set! clicked-score (+ clicked-score (* balls-going-away balls-going-away)))
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(set-score-label))
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(define (set-score-label)
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(define penalty 0)
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(define cells-filled-in 0)
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(for ([v (in-vector board)])
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(for ([v (in-vector v)])
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(when (vector-ref v 0)
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(set! penalty (+ penalty 10)))))
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(set! cells-filled-in (+ cells-filled-in 1)))))
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(define bonus (if (<= cells-filled-in 10)
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(* 100 (- 10 cells-filled-in))
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0))
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(send score-message set-label
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(format "~a - ~a = ~a"
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(format "~a + ~a = ~a"
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clicked-score
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penalty
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(- clicked-score penalty))))
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bonus
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(+ clicked-score bonus))))
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(define same-canvas%
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@ -11,10 +11,13 @@ new blobs as pieces of the old blobs fall down to fill in the empty space.
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If an entire column is wiped out, all of the blobs from the
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right will slide left to take up the empty column's space.
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Your score increases for each ball removed from the board. In general,
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when you remove a blob, you get as many points as the square of the number
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of cells the blob occupied, so removing bigger blobs is better. Also,
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there is a penalty of 10 points for each colored cell left behind on the board,
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so try to clear out the entire board.
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Your score increases for each ball removed from the board, in two ways.
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First, when you remove a blob, you get as many points as the square of the number
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of cells the blob occupied, so removing bigger blobs is better. Second, if there
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are fewer than 10 cells occupied on the board, you get a bonus.
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Specifically if you have 9 cells left, you
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get a 100 point bonus, 8 cells left yields a 200 point bonus,
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7 cells a 300 point bonus etc., and if there
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are no cells left, you get a 1000 point bonus.
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Click the @onscreen{New Game} button to play again.
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