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README-en.md edited online with Bitbucket

Jose R Ortiz Ubarri vor 8 Jahren
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 ![main2.png](images/main2.png)
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 ![main3.png](images/main3.png)
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+[Verano 2016 - Ive]
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 When we want to solve a problem, most of the time there is one or more options that depend on certain conditions being met. Computer programs are written to solve problems, and should therefore have a structure that allows it to make decisions. In C++ the decision (or conditional) instructions are structured using if, else, else if or switch. These structures usually involve the use of relational expressions and logical operations. In today's laboratory experience you will practice the use of certain decision structures to complete the design of a car and obstacle collision game application. 
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 ##Objectives:
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 2. Studied the concepts and instructions for the laboratory session.
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+3. Taken the Pre-Lab quiz available in Moodle.
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-##Car Scrolling Game
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+## Car Scrolling Game
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 Collision games consist of maneuvering an object in order to dodge incoming objects to avoid possible collision. The collision can lower the player's score, or stop the game. Sometimes, colliding with certain objects may increase the player's score. In the game from today's laboratory experience, the object the player controls is a car, the objects that cause the game to stop are pines, holes, among others, and the objects that add points to the score are flags.
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 Your task is to complete the design of the game application.
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-### Exercise 1: Familiarize yourself with the pre-defined functions
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+### Exercise 1 - Familiarize yourself with the pre-defined functions
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 The first step in this laboratory experience is to familiarize yourself with the pre-defined functions (methods) in the code. You will invoke some of these functions in the code you will complete to detect the collisions. 
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-**Instructions**
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+#### Instructions:
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-1. Download the `Conditionals-CarScrollingGame` folder from `Bitbucket` using the terminal, moving to the directory `Documents/eip`, and writing the command `git clone http://bitbucket.org/eip-uprrp/conditionals-carscrollinggame`.
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+1. Load the project  `CarScrollingGame` into `QtCreator`. There are two ways to do this:
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-2. Load the Qt project `CarScrollingGame` by double clicking the `CarScrollingGame.pro` file found within the `Documents/eip/Conditionals-CarScrollingGame` directory on your computer.
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+       * Using the virtual machine: Double click the file `CarScrollingGame.pro` located in the folder `/home/eip/labs/conditionals-carscrollinggame` of your virtual machine.
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+       * Downloading the project’s folder from `Bitbucket`: Use a terminal and write the command `git clone http:/bitbucket.org/eip-uprrp/conditionals-carscrollinggame` to download the folder `conditionals-carscrollinggame` from `Bitbucket`. Double click the file `CarScrollingGame.pro` located in the folder that you downloaded to your computer.
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-3. Configure the project. The project consists of various files. **You will only write code on the file** `work.cpp`**. You should not change anything on the other files.**
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+2. Configure the project. The project consists of various files. **You will only write code on the file** `work.cpp`**. You should not change anything on the other files.**
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-4. You are going to need a few methods defined in the following files to create your code.
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+3. You are going to need a few methods defined in the following files to create your code.
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-   * `car.h` y `car.cpp`: contains the definition of the class `Car`, the methods of the class and their declarations.
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-   *  `flag.h` y `flag.cpp`: contains the definition of the class `Flag`, the methods of the class and their declarations.
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-   *  `obtstacle.h` y `obstacle.cpp`: contains the definition of the class `Obstacle`, the methods of the class and their declarations.
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-   * `play.h` y `play.cpp`: contains the definition of the class `Play`, the methods of the class and their declarations.
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+       * `car.h` y `car.cpp`: contains the definition of the class `Car`, the methods of the class and their declarations.
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+       *  `flag.h` y `flag.cpp`: contains the definition of the class `Flag`, the methods of the class and their declarations.
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+       *  `obtstacle.h` y `obstacle.cpp`: contains the definition of the class `Obstacle`, the methods of the class and their declarations.
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+       * `play.h` y `play.cpp`: contains the definition of the class `Play`, the methods of the class and their declarations.
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-Familiarize yourself with the methods in these files. Emphasize the following methods:
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+       Familiarize yourself with the methods in these files. Emphasize the following methods:
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-   * `Car::getYCar()`: Returns the $$Y$$ coordinate of the car's position on the track.
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-   * `Flag::getXFlag()`: Returns the $$X$$ coordinate of the flag's position on the track.
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-   * `Flag::getYFlag()`: Returns the $$Y$$ coordinate of the flag's position on the track.
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-   * `Flag::hide()`: Hides the flag.
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-   * `Obstacle::getXObstacle()`: Returns the $$X$$ coordinate of the obstacle's position on the track.
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-   * `Obstacle::getYObstacle()`: Returns the $$Y$$ coordinate of the obstacle's position on the track.
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-   * `Play::setScore(n)`: Receives an integer number and adds it to the game's total score.
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+       * `Car::getYCar()`: Returns the $$Y$$ coordinate of the car's position on the track.
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+       * `Flag::getXFlag()`: Returns the $$X$$ coordinate of the flag's position on the track.
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+       * `Flag::getYFlag()`: Returns the $$Y$$ coordinate of the flag's position on the track.
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+       * `Flag::hide()`: Hides the flag.
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+       * `Obstacle::getXObstacle()`: Returns the $$X$$ coordinate of the obstacle's position on the track.
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+       * `Obstacle::getYObstacle()`: Returns the $$Y$$ coordinate of the obstacle's position on the track.
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+       * `Play::setScore(n)`: Receives an integer number and adds it to the game's total score.
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-There isn't a `getXCar()` method because the car does not move on the $$X$$ axis.
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+       There isn't a `getXCar()` method because the car does not move on the $$X$$ axis.
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-### Exercise 2: Complete the function to change the game's track.
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+### Exercise 2 - Complete the function to change the game's track.
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 In this exercise you will use the C++ condition structure called **switch** to change the attributes of the track. You will complete the `setTrack` method that can be found in the `work.cpp` file. This method changes the environment of the track depending on the value of `track_type` that is given as parameter.
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