build the remaining functionality of our stacker game

Assignment 2 We now build the remaining functionality of our stacker game. NB: If you did not do the HD part of assignment 1, you will not need to add it until you get to the D part of assignment 2. NOTE: A worked solution to assignment one will be released in the next couple of days. (Almost) Pass Marks Add a background for the game in the form of a grid. The grid cell must be 90 pixels in size in both dimensions when the screen is 1280720. Note: Do not draw your grid with rectangles or squares, draw it with lines only. We will not adjust the size of your screen when marking this assignment, it only needs to work for 1280720. Instead of drawing just one square that moves back and forth, have 4 squares in a vertical stack move back and forth. They should move as one and when any of them hit the edge of the window, all of them change direction. NB: You must use a loop to avoid repeating the same code 4 times when drawing 4 squares. Squares should have a black border and be orange (the same orange as assignment one). The most useful module is loops. Pass/Credit Marks When the player hits the space key, the currently moving stack should freeze and a new stack will appear just to the right of the frozen one. The new stack has four squares (unless you have done the next part) and their locations is exactly 90 pixels to the right of the last stack. The frozen one stays in place while the new stack moves up and down in the same way the first one did. Next time the player hits the space key, this new stack freezes and another appears just to its right. This continues on until there is no more room for stacks to appear and the game resets back to having just one stack of 4, as if beginning the game. Hint: You will have neater code if you choose the right variables to help keep track of these stacks. We recommend you keep an array of starting positions which is initially empty and each time a new stack is frozen, a slot in that array is used to keep its position. The most useful module is compound data. (High) Distinction Marks Before you can do this part, you need to ensure your stacks are moving in steps as required in the HD part of assignment one. Since the stacks move in steps, it is possible to stop them all at the same place if you are quick enough! If the user stops the stack when it is not lined up with the previous stack, only the overlapping part should survive and be frozen. When the next stack is created, it is shorter to match the overlapping part. When the overlapping part is down to zero, the game is over. If the user successfully gets to the right hand side of the screen, they have won. Because the squares move in steps,there will always be a whole number of squares overlapping, not partial squares. Hint: Again, this is _much_ easier with the right variables. We recommend keeping one variable to remember where the first stack stopped, and an array of integers that tell you something else useful The most useful module is all of them. This advanced task requires careful use of many features. Submission

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