Yeap, dictionnaries for life lol. My first idea was to use families though. Something like creating 30 sets of 3 items (at the beginning, only "?" would appear) : a sprite, a "answer" text and a "score" text. Put the 3 items in 3 different families with an instance variable (corresponding to the creature count). When timer reaches 0 :
Pick sprite (currently a question mark picture) by instance variable = creature count => Replace with sprite of current creature
Pick "answer" text (currently a question mark) by instance variable = creature count => Replace it with Answer.Text
Pick "score" text (currently a question mark) by instance variable = creature count => Replace it with "HostAnswerList.get(Answer.Text)-1"
Do you think I can do something along those lines ?
[quote:1hkiznfi]Don't know whether you added this yet or not, but it may be sensible to catch the case that every player submits an empty answer, by accident.
So that it doesn't display "", but "No answer given" for example.
I don't understand what would be the problem if everybody submit an empty answer. So far, empty answer = you don't send anything to host and you don't score anyway when getting the answer list.
Also, I notice a little problem with the way the scoring system works now : if someone always answer the same thing, like "ZZZZZ" for example, even if it is nonsense, it will add 1 to "ZZZZZ" value every round. So this player would score round number-1 every round. I should find a way to prevent previous rounds to influence later ones. I thought about 2 solutions :
- Reset HostAnswerList every round => cool, but a complete list of all answers could have been interesting data to analyze for my research, so I'd rather not.
- Learning to use array, then I can have x = Answer (text), y = Value for this answer, z = round number. And players would score y points only if there Answer.Text = x and round number = z. => I have to learn how to use array T_T