How do I create a loop for a c# hangman game? - c#

I've made this hangman game but the only problem is I can't figure out which simple loops (For,While, or Do While) I should use to make the program give the user three chances to answer correctly or keep on repeating if they do answer correctly. I was wondering if anyone could guide me in the right direction?
Console.WriteLine("Do you want to play a game?");
string answer = Console.ReadLine();
if (answer == "no")
{
Console.WriteLine("Please Exit Program");
}
System.Threading.Thread.Sleep(1000);
if (answer == "yes")
{
Console.WriteLine(" ");
Console.WriteLine("Welcome to Hangman");
string[] array1 = new string[10];
array1[0] = "hello";
array1[1] = "swami";
array1[2] = "zebra";
array1[3] = "rainbow";
array1[4] = "camp";
array1[5] = "unicycle";
array1[6] = "trivia";
array1[7] = "hockey";
array1[8] = "charlie";
array1[9] = "canada";
Random word = new Random();
int mynumber = word.Next(0, 10);
char[] array2 = array1[mynumber].ToCharArray();
char[] array3 = new char[array2.Length];
Console.WriteLine(array2);
for (int i = 0; i < array2.Length; i++)
{
array3[i] = '*';
}
Console.WriteLine(" ");
Console.WriteLine(array3);
System.Threading.Thread.Sleep(1500);
Console.WriteLine(" ");
int number = 1;
number = number + 1;
Console.WriteLine(" Guess a letter");
char letter = Char.Parse(Console.ReadLine());
Console.WriteLine(" ");
for (int i = 0; i < array2.Length; i++)
{
if (letter == array2[i])
{
Console.Write(letter);
}
else
{
Console.Write("*");
}
}
Console.WriteLine(" ");
}
}
}

Step back from the details of the code for a moment and consider the logic of the game and how the loop would be expressed in human language.
You essentially have two loops:
Repeatedly ask for input within a game.
Repeatedly play a game.
If we were to nest those loops within each other in human language pseudo-code, it might look like this:
while (player wishes to play again)
playGame()
and within playGame():
while (game isn't over)
playTurn()
If you already have the code to conduct a "turn" of the game (the player guesses, the guess is determined to be correct or incorrect, etc.) then all you really need to do is define those conditions.
game isn't over
You can maintain a simple boolean flag for this. Something like:
bool gameIsOver = false;
On any given turn, check the logic of the game. Has the player won? Display a message and set the flag to true. Has the player lost? Same response, just a different message. So the loop ends up being something like:
bool gameIsOver = false;
while (!gameIsOver)
{
// perform turn logic
// when a turn ends the game, set gameIsOver to true
}
The same concept can then be applied to the outer loop. That one needs to define:
player wished to play again
So you might structure it something like:
bool continueWithAnotherGame = true;
while (continueWithAnotherGame)
{
// play a game
// ask the user if they would like to play again
// set continueWithAnotherGame based on the user's reply
}
The physical keywords used to construct the loop become a lot more straightforward once the semantic structure of the loop has been defined. From there you can focus more on the details. For example, you say that a game has 3 "strikes". That doesn't necessitate the use of a counter within a for loop, you can use a separate counter. Something like:
bool gameIsOver = false;
int strikes = 0;
while (!gameIsOver)
{
// perform turn logic
// if the turn is a fail, increment strikes
// if strikes is greater than or equal to 3, set gameIsOver to true
// else if the turn is a pass, continue
// if the game is solved, set gameIsOver to true
}

Related

Moving backwards in a FORWARD for loop

I 'm not sure how to explain this and I cannot find an answer anywhere. I have a for loop that loops through lines that are represented through strings.
for (int i = 0; i < dataLines.Length; i++)
{
jumpPoint:
Debug.Log("Jumped");
string[] words = dataLines[i].Split();
.
.
. "words[] manipulation and reading"
.
.
}
I have no problems with any of my data processing or things that happen in the loop.
But I have an instance where i need to go to a previous dataLine[] and continue from that point (also re-runs code that has already been run since that point).
What I am doing essentially boils down to
i = ?; //arbitrary number for the situation that is definitely not out of bounds for the loop
goto jumpPoint;
Ive also tried without the jump point also just letting the loop cycle to the next after resetting the for loop index.
I know it's not an issue with the jump point as its used for unrelated things and the jump works fine. Also worth mentioning, that in those instances, I am increasing the i index so the for loop prematurely advances and that works perfect.
So why can I not go backwards in the loop? Is that just something that is not possible?
Not sure if I understand but you mean something like this:
var i = 0;
var startRun = true;
while (true)
{
if (!startRun && i == dataLines.Length - 1)
return;
if (startRun)
startRun = false;
/* do stuff */
if (needToJump)
{
clearLogicOrWhatever();
i = whereYouNeedToJump;
}
else
i++;
}
Of course you will need more validation if going out of index, if step exists or in range and other stuff, this is just like a proof of concept / pseudo.
Nothing is stopping you from going backwards in the loop. You are in control of your code logic, so all you have to do is when your "jumpPoint" condition is met, just change the iterator i back to the previous value that you desire.
For example: Let's say I want to jump back and re-run something because it had the word "jump" in it.
Console.WriteLine("App started.");
List<string> dataLines = new List<string>() { "this is a phrase", "This is another but with jump in it", "this is the last" };
bool alreadyJumped = false;
for (int i = 0; i < dataLines.Count; i++)
{
Console.WriteLine($"Currently Iterating: {i}");
string[] words = dataLines[i].Split();
Console.WriteLine($"Do some with this data: {dataLines[i]}");
if (words.Contains("jump") && !alreadyJumped)
{
alreadyJumped = true;
// Reset the i value so that the next iteration will run again.
i = i - 1;
}
else if (alreadyJumped)
{
// Once
alreadyJumped = false;
}
}
Console.WriteLine("App done.");
This will produce this output:
App started.
Currently Iterating: 0
Do some with this data: this is a phrase
Currently Iterating: 1
Do some with this data: This is another but with jump in it
Currently Iterating: 1
Do some with this data: This is another but with jump in it
Currently Iterating: 2
Do some with this data: this is the last
App done.

String to int to answer what move to do

Hey I am stuck with a problem. I want to parse a string into a integer because I am making a console game where the player should choose which move to use. So far I defined the parse but I can't seem to find out how I would iterate over my list to see if the move is actually valid. I have a list called Move where each pokemon has its own elemental but how would I reference this here is the code
List<Move> FireMoves = new List<Move>();
FireMoves.Add(new Move("Ember"));
FireMoves.Add(new Move("Fireblast"));
List<Move> WaterMoves = new List<Move>();
WaterMoves.Add(new Move("Bubble"));
WaterMoves.Add(new Move("Bite"));
List<Move> GrassMoves = new List<Move>();
GrassMoves.Add(new Move("Cut"));
GrassMoves.Add(new Move("Megadrain"));
GrassMoves.Add(new Move("Razor Leaf"));
Here is the other part. The last two lines I think it's right but I don't get how I would make the console understand that when 1 is pressed move no 1 is used
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Pokemon
{
class Program
{
static void Main(string[] args)
{
List<Move> FireMoves = new List<Move>();
FireMoves.Add(new Move("Ember"));
FireMoves.Add(new Move("Fireblast"));
List<Move> WaterMoves = new List<Move>();
WaterMoves.Add(new Move("Bubble"));
WaterMoves.Add(new Move("Bite"));
List<Move> GrassMoves = new List<Move>();
GrassMoves.Add(new Move("Cut"));
GrassMoves.Add(new Move("Megadrain"));
GrassMoves.Add(new Move("Razor Leaf"));
List<Pokemon> roster = new List<Pokemon>();
// INITIALIZE YOUR THREE POKEMONS HERE
//Tilføj moves
roster.Add(new Pokemon("Charmander", 3, 52, 50, 39, Elements.Fire,FireMoves));
roster.Add(new Pokemon("Squirtle", 2, 48, 65, 44, Elements.Water, WaterMoves));
roster.Add(new Pokemon("Bulbasaur", 3, 49, 49, 45, Elements.Grass, GrassMoves));
Console.WriteLine("Welcome to the world of Pokemon!\nThe available commands are list/fight/heal/quit");
while (true)
{
Console.WriteLine("\nPlese enter a command");
switch (Console.ReadLine())
{
case "list":
// PRINT THE POKEMONS IN THE ROSTER HERE
Console.WriteLine("These are the pokemons that are currently active");
foreach(Pokemon g in roster)
{
Console.WriteLine(roster.IndexOf(g)+" "+g.Name);
}
break;
case "fight":
//PRINT INSTRUCTIONS AND POSSIBLE POKEMONS (SEE SLIDES FOR EXAMPLE OF EXECUTION)
Console.Write("Choose who you should fight against and the pokemon you want to control is mentionened last\n");
Console.Write("To chose your pokemon is mentioned first example of 'Charmander Squirtle', where Squirtle is the opponent\n");
//Console.Write("1=Charmander vs Squirtle\n2=Squirtle vs Charmander\n3=Charmander vs Bulbasaur\n4=Bulbasaur vs Squirtle\n5=Bulbasaur vs Charmander\n6=Squirtle vs Bulbasaur\n");
//READ INPUT, REMEMBER IT SHOULD BE TWO POKEMON NAMES
string input = Console.ReadLine();
//BE SURE TO CHECK THE POKEMON NAMES THE USER WROTE ARE VALID (IN THE ROSTER) AND IF THEY ARE IN FACT 2!
List<String> inputs = new List<string>(input.Split(" ".ToCharArray()));
//BE SURE TO CHECK THE POKEMON NAMES THE USER WROTE ARE VALID (IN THE ROSTER) AND IF THEY ARE IN FACT 2!
Pokemon player = null;
Pokemon enemy = null;
foreach (Pokemon p in roster)
{
if (inputs[0] == p.Name)
{
player = p;
}
if (inputs[1] == p.Name)
{
enemy = p;
}
}
//if everything is fine and we have 2 pokemons let's make them fight
if (player != null && enemy != null && player != enemy)
{
Console.WriteLine("A wild " + enemy.Name + " appears!");
Console.Write(player.Name + " I choose you! ");
//BEGIN FIGHT LOOP
while (player.Hp > 0 && enemy.Hp > 0)
{
//PRINT POSSIBLE MOVES
Console.Write("What move should we use?\n");
foreach(Pokemon p in roster) {
if (player.Name == p.Name)
foreach (Move n in p.Moves)
{
Console.WriteLine(p.Moves.IndexOf(n)+" "+n.Name);
}
}
//GET USER ANSWER, BE SURE TO CHECK IF IT'S A VALID MOVE, OTHERWISE ASK AGAIN
string moveInput = Console.ReadLine();
int moveNo = int.Parse(moveInput);
int move = -1;
//CALCULATE AND APPLY DAMAGE
int damage = -1;
//print the move and damage
Console.WriteLine(player.Name + " uses " + player.Moves[move].Name + ". " + enemy.Name + " loses " + damage + " HP");
//if the enemy is not dead yet, it attacks
if (enemy.Hp > 0)
{
//CHOOSE A RANDOM MOVE BETWEEN THE ENEMY MOVES AND USE IT TO ATTACK THE PLAYER
Random rand = new Random();
/*the C# random is a bit different than the Unity random
* you can ask for a number between [0,X) (X not included) by writing
* rand.Next(X)
* where X is a number
*/
int enemyMove = -1;
int enemyDamage = -1;
//print the move and damage
Console.WriteLine(enemy.Name + " uses " + enemy.Moves[enemyMove].Name + ". " + player.Name + " loses " + enemyDamage + " HP");
}
}
//The loop is over, so either we won or lost
if (enemy.Hp <= 0)
{
Console.WriteLine(enemy.Name + " faints, you won!");
}
else
{
Console.WriteLine(player.Name + " faints, you lost...");
}
}
//otherwise let's print an error message
else
{
Console.WriteLine("Invalid pokemons");
}
break;
case "heal":
//RESTORE ALL POKEMONS IN THE ROSTER
Console.WriteLine("All pokemons have been healed");
break;
case "quit":
Environment.Exit(0);
break;
default:
Console.WriteLine("Unknown command");
break;
}
}
}
}
}
I think the real answer here is not so much how you iterate, but how you should've designed your move class to work. Whil you could ignore the design flaw now and work around it, it's much better to fix it now and do it the right way from the start.
I'm going to address issues that you may not have been facing now, but they are better examples of why your design is flawed, and they will become issues if you're building a Pokémon style game.
The problem:
roster.Add(new Pokemon("Charmander", 3, 52, 50, 39, Elements.Fire, FireMoves));
Here, you say that Charmander is a Elements.Fire type, and has a certain List<Move>.
However, the application has no way of knowing whether these are moves that Charmander can actually perform. What is stopping me from doing:
roster.Add(new Pokemon("Charmander", 3, 52, 50, 39, Elements.Fire, WaterMoves));
To you, this doesn't look like an issue right now. You can read the name of the list, so its type is defined, right? Since you're responsible for adding this list to the pokémon's moveset, you know you're doing the right thing. Right?
So let's imagine that when your application gets bigger, you have the following method:
public void PerformAttack(Move move, Pokemon attacker, Pokemon defender)
{
}
// Example
PerformAttack(ember, charmander, bulbasaur);
Because Bulbasaur is a grass type, he takes extra damage from fire attacks. But how do we know that the chosen move is actually a fire move? Without the context of the list it is stored in, you have no way of knowing if a certain move is of a certain type. (And you can't use attacker.Type because if Charmander performs a Normal attack, Bulbasaur does not take extra damage from that since Bulbasaur does not have a weakness to Normal attacks).
You have nothing in place to check if a Pokémon is able to perform the move it is told to do, and you have nothing in place to check if a Pokémon has a certain weakness/resistance to certain moves. These are essential elements of the Pokémon games that you are going to run into sooner rather than later, but your design is making it impossible to do this.
This all comes from a bad design decision in the Move class: moves don't have a type. To combat this, you've tried to name your lists:
List<Move> FireMoves = new List<Move>();
List<Move> WaterMoves = new List<Move>();
List<Move> GrassMoves = new List<Move>();
The solution:
Move must have a type of its own:
public class Move
{
public string Name { get; set; }
public Elements Type { get; set; }
}
Now, you can fix all the problems I showcased. All you have to do is set up the type when you create the move:
List<Move> FireMoves = new List<Move>();
FireMoves.Add(new Move("Ember", Elements.Fire));
List<Move> WaterMoves = new List<Move>();
WaterMoves .Add(new Move("Bubble", Elements.Water));
This also means that you no longer need to have separate type-based lists, you can have one big list.
List<Move> Moves = new List<Move>();
Moves.Add(new Move("Ember", Elements.Fire));
Moves.Add(new Move("Bubble", Elements.Water));
And because all moves are now part of the same list, your question becomes much easier to answer:
So far I defined the parse but I cant seem to find out how I would iterate over my list to see if the move is actually valid.
public bool IsMove(Pokemon target, string userCommand)
{
return target.Moves.Any(move => move.Name.ToLower() == userCommand.ToLower());
}
Which you can then use like this:
string userCommand = Console.ReadLine();
if(IsMove(userCurrentPokemon, userCommand))
{
// Handle attack logic
}
else
{
// Handle non-attack logic
}
Note that if you still want to have separate lists for a particular reason, you can still filter the move list:
var fireMoves = Moves.Where(move => move.Type == Elements.Fire).ToList();
var waterMoves = Moves.Where(move => move.Type == Elements.Water).ToList();
var grassMoves = Moves.Where(move => move.Type == Elements.Grass).ToList();
If anyone wishes to comment that this answer is focusing on existing Pokémon features rather than OP's game: that is correct, but I chose to approach it this way because OP is workig in this context. I could've given a more neutral "add a property instead of naming a variable" example, but that's not as easy to understand, and I'm inferring that OP is a beginner to the field of programming who may struggle with independently implementing an overly generalized answer.
you need to iterate only through the player moves. Since the choice has been made
for (int i = 0; i < player.Moves.Count; i++)
{
Console.WriteLine(i + " " + player.Moves[i].Name);
}
"to see if the move is actually valid" and "I dont get how I would make the console understand that when 1 is pressed move no 1 is used"
any positive move number that is smaller then the amount of items in your list is a valid input. If you present the user the index as choice then you can use the index to access the item/move.
if(moveNo >= 0 && moveNo < player.Moves.Count)
{
//access move by index
var move = player.Moves[moveNo]
}
else
{
// not a valid move
}

C# Taking the "IndexOf" a string and only the first character of the string is being shown as having a position

I am working on a coding problem for a class and have been stuck for about 2 hours trying to get past this part. I need a nudge in the right direction. We are making a typing of the dead like game in a console application in Visual Studio. Right now I am trying to get the characters the user inputs to show up as being correct when matched against the characters in the displayed phrase.
// attributes
string zombie;
string phrase;
int length;
public void PlayingGame()
{
while (playerhealth > 0)
{
if (zombie == null)
{
//load random zombie and phrasse
zombie = data.RandomZombie();
phrase = data.RandomPhrase();
//reset index and timer
zombieTimer = 0;
letterIndex = 0;
//displays zombie and phrase
Console.WriteLine(zombie);
Console.WriteLine(phrase);
length = phrase.Length;
// given loop info
while (Console.KeyAvailable==false)
{
//reads characters entered
ConsoleKeyInfo key = Console.ReadKey();
string letter = key.KeyChar.ToString().ToUpper();
// checks to see if the letter position from the Indexof is equal to the position in the phrase
if (phrase.IndexOf(letter) == letterIndex)
{
// displays! if correct
Console.Write("!");
// moves to the next letter
letterIndex++;
}
else
{
// displays :( if wrong
Console.Write(":( restart phrase ");
//resets the Index to start phrase over
letterIndex = 0;
}
}
I have done some testing with it and when I run the program my zombie comes up the phrase is displayed and I can type the first character in the phrase and it will be displayed as being correct. Indicated with a "!". However after thee first character when I try to take the Index it says it is = to -1. However if the second character is a space(" ") it will see that as correct. Also one of my phrases has numbers in it and the IndexOf found the position of the numbers.
my test class is:
ZombieData zombies = new ZombieData();
zombies.LoadZombies();
zombies.LoadPhrases("phrases.txt");
Game game = new Game();
game.PlayingGame();
I also have a class with methods that get the data for the zombies and phrases from files and then return a random zombie and phrase for use in the game.
Alright sorry sometimes just writing it out helps to see the problem. I changed the code a little bit and realized what my problem was. Thanks for listening.
public void PlayingGame()
{
while (playerhealth > 0)
{
if (zombie == null)
{
//load random zombie and phrasse
zombie = data.RandomZombie();
phrase = data.RandomPhrase();
//reset index and timer
zombieTimer = 0;
letterIndex = 0;
//displays zombie and phrase
Console.WriteLine(zombie);
Console.WriteLine(phrase);
length = phrase.Length;
// given loop info
while (Console.KeyAvailable==false)
{
//reads characters entered
ConsoleKeyInfo key = Console.ReadKey();
string letter = key.KeyChar.ToString().ToUpper();
// checks to see if the letter position from the Indexof is equal to the position in the phrase
// changed this to directly compare the letters instead of seeing if it was in the right porition and realized the problem was that I didn't realize the loop my instructor gave me was using ToUpper and making all the characters uppercase
if (letter == phrase[letterIndex].ToString().ToUpper())
{
// displays! if correct
Console.Write("!");
// moves to the next letter
letterIndex++;
}
else
{
Console.WriteLine(letter);
Console.WriteLine(phrase[letterIndex].ToString());
// displays :( if wrong
Console.Write(":( restart phrase ");
//resets the Index to start phrase over
letterIndex = 0;
}
}
}
}
}
}
}
My instructor provided the Console.KeyAvailable while loop and the string letter and i didn't realize the problem was all of the characters needed to be capitolized.

Clearing array values for new entries

My question is how can I re-write this code so that the array will clear itself if the user dedcides to enter more bowling scores?
while (!userIsDone)// loop will continue as long as the userIsDone = false
{
Console.Write("\nWould you like to process another set of bowling scores?");// prompt user to input Y or N to quit or to
Console.WriteLine("\nPress 'Y' to process another set or 'N' to exit the program");// input new bowling scores
string userInput = Console.ReadLine();// reads the user input to check against if/else below
if (userInput == "N")// if userInput is literal N the program will exectute this block
{
userIsDone = true;//exits program by setting userIsDone to true
}
else if (userInput == "Y")//if the user inputs a literal Y this block will execute
{
Console.Clear();// clears the console
break;// jumps out of the loop and returns to the prompt to input scores
}
else
{
// left blank to end the if and return to beginning of while because userInput was not Y or N
}
}//end while
//end do while
} while (!userIsDone);// continues to loop until userIsDone is true
}
}
}
Edit: Sorry for not putting what I have done so far in, I've been tinkering with Array.Clear, but I want to know if there is another way to clear it without using built in methods.
There are several methods:
Array.Clear (MSDN), which will set all the array elements to their default value.
You could write your own version of this method:
void ClearArray<T>(T[] array)
{
for (int i = 0; i < array.Length; i++)
array[i] = default(T);
}
Though realistically, I don't see any value in using that as opposed to the pre-existing one. You could also just make a new array; though this is pretty inefficient as you have to allocate memory for the new array, and the old one is left in memory until the garbage collector cleans it up.
scores = new int[10];
Each approach gets you to the same place, but I would just use Array.Clear.

Printing an array in a method, from a different class?

I'm a fairly inexperienced programmer, and i'm currently working on a Console Application project. It's basically a little 'mathematics game'; the application generates two random numbers, that have either been added, subtracted, multiplied or divided against each other randomly. The answer is shown on screen and the user has to pick from the menu which is the right mathematical operator, once the correct answer is picked the application then displays on screen how long it took for the user in milliseconds to input the correct answer.
Now I want to save the times of the players in an array that can be called up later with all the scores. I need to include a method in this programme and I figured a method to save the times into an array would be suitable. I seem to have stumbled across a little problem though.
I'm not quite sure what's wrong:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Mathgame
{
class Program
{
}
class arrayclass
{
public static void saveInArray(int duration)
{
int[] TopTenScores = {000,1000,2000,3000,4000,5000,6000,7000,8000,9000};
if (duration < 1000)
{
duration = TopTenScores[000];
}
else if ((duration >= 1000) && (duration <= 1999))
{
duration = TopTenScores[1000];
}
else if ((duration >= 2000) && (duration <= 2999))
{
duration = TopTenScores[2000];
}
else if ((duration >= 3000) && (duration <= 3999))
{
duration = TopTenScores[3000];
}
else if ((duration >= 4000) && (duration <= 4999))
{
duration = TopTenScores[4000];
}
else if ((duration >= 5000) && (duration <= 5999))
{
duration = TopTenScores[5000];
}
else if ((duration >= 6000) && (duration <= 6999))
{
duration = TopTenScores[6000];
}
else if ((duration >= 7000) && (duration <= 7999))
{
duration = TopTenScores[7000];
}
else if ((duration >= 8000) && (duration <= 8999))
{
duration = TopTenScores[8000];
}
else if ((duration >= 9000) && (duration <= 9999))
{
duration = TopTenScores[9000];
}
Console.WriteLine(TopTenScores);
}
static void Main(string[] args)
{
int intInput, num1, num2, incorrect, array1;
float answer;
string input;
System.Random randNum = new System.Random();
Console.WriteLine("Welcome to the Maths game!");
Console.WriteLine("(Apologies for the glitchiness!)");
Console.WriteLine();
Console.WriteLine("Please choose from the following options:");
Console.WriteLine();
retry:
Console.WriteLine("1 - Test your Maths against the clock!");
Console.WriteLine("2 - Exit the application.");
Console.WriteLine("3 - Top scores");
Console.WriteLine();
input = Console.ReadLine();
intInput = int.Parse(input);
if (intInput == 1)
{
goto start;
}
else if (intInput == 2)
{
goto fin;
}
else if (intInput == 3)
{
array1 = array1.saveInArray;
goto retry;
}
Now, in the last 'else if' statement in the code, you can see my variable array1 trying to call the method, but no matter what I do I keep getting errors.
This is the only error I have at the moment, but I have a feeling soon as I resolve that error, another will come up. For now i'm just determined to get past this error:
'int' does not contain a definition for 'saveInArray' and no extension method 'saveInArray' accepting a first argument of type 'int' could be found (are you missing a using directive or an assembly reference?).
Any help would be kindly appreciated, apologies in advanced for my ugly written code! And thank you to any help that I receive!
Regards,
Omar.
Okay,
There's quite a bit in this code that needs fixing TBH.
I'll start with your error first:
You are declaring the variable array1 as an integer. In C# integers are primitive types. This means that they have no methods and no class members. So, when you call array1.saveInArray the compiler is basically saying "the type integer doesn't have any methods... I can't find an appropriate method to match your call".
Instead of calling array1.saveInArray I think what you meant to call was arrayclass.saveInArray(x).
Notice the x in that call above. I'm passing a variable called x which is of type int into the function saveInArray().
This brings us to the second error. If saveInArray was a property, then you could just go arrayclass.saveInArray. However, it is a function which requires an argument... namely an integer.
When you call arrayclass.saveInArray(someInteger) you are passing someInteger as an argument into a method. The method is then free to use this argument to do its calculations.
That should fix your most basic errors and hopefully you can compile.
Moving on to some other errors that will cause you problems at runtime:
In the method saveInArray you are declaring an integer array called TopTenScores.
You are declaring this fine... however later on when you are indexing into TopTenScores, you are using an index that is way out of range of TopTenScores.
Here is your declaration of TopTenScores:
int[] TopTenScores = {000,1000,2000,3000,4000,5000,6000,7000,8000,9000};
Notice that there are 10 numbers in this declaration. This means that the max index you can have is 9. Why? Because arrays start indexing at 0 in C#.
I think you might be thinking that this array is associative... however this is not the case. When you do TopTenScores[1000] you are saying "give me the value at index 1000". This value does not exists and you will get a runtime error.
Instead, you would want to call TopTenScores[1] if you wanted to access the value 1000.
Also, you are not overwriting the default value with the new top score, rather you are overwriting the new top score with the default value. I don't think this is intended. Instead, switch your calls from this: duration = TopTenScores[1000];
to this: TopTenScores[1] = duration;
Edit: Lastly, as the commenter pointed out, using goto is bad practice and greatly discouraged. You will understand why later on as you start to understand program flow and organization better. For now, it is best to try and avoid the habit of using goto. goto maps to a low level system construct, which we should avoid when using a higher level language like C#. Your code can get confusing and error prone quickly with using goto.
Anyways, feel free to ask more questions/comment etc if you have questions or you need to clarify something. Welcome to StackOverflow!
One of your problems is that you're missing the fundamental concept of what an array is. Think of an array as a row of numbered mailboxes. This line of code:
int[] TopTenScores = {000,1000,2000,3000,4000,5000,6000,7000,8000,9000};
is creating an array of 10 integers that look something like this in memory:
Index Value
----- -----
0 0
1 1000
2 2000
3 3000
4 4000
5 5000
6 6000
7 7000
8 8000
9 9000
It is unclear how this is a useful structure to represent your top scores, and I'm not sure what your saveInArray method is trying to do. In that method, here's how one of your lines of code is interpreted:
duration = TopTenScores[1000];
What that means is "take what's at index 1000 of TopTenScores and store it in duration." As you can see from the table above, there is no index 1000, and besides, that code has nothing to do with saving a top score.
Another problem you're having is that you don't seem to have your algorithm in place for accomplishing the task. For the top ten functionality, try breaking down what needs to be done into instructions on how you would do it manually if you were a score keeper. It would be something like this:
I keep track of the top scores by stacking index cards with the scores on them in order of highest to lowest. At first, I have no index cards.
I can do two things: record scores and tell someone the top ten scores.
When someone asks me to record a score, I:
Write the score down on an index card
Look through the stack of previous scores in order until I find a score lower than this new score.
If I find a score that was lower than this new one, I place the card on top of the lower score.
Otherwise, if this score is the lowest one of the bunch, including if this is the first score recorded, I'll place the score at the bottom of the stack.
When someone asks me to tell them the top 10 scores, I:
Go through the first 10 cards or all the cards if I have less than 10.
For each of those scores, write them down in order.
Give the list of scores to the one requesting them.
It may seem silly to do this, but most programs are really only sequences of simple steps, and as a programmer, you need to be able to determine those steps before translating them into a language that the compiler can understand. Once you formulate the problem in simple terms, you can start translating it into code for example:
// You can think of a role a person would do for a manual process as a class
// in a program.
public class ScoreKeeper
{
// Our high score list (stack of cards) is empty to begin with. Unlike
// arrays, lists allow us insert items rather than placing them in
// numbered slots.
private List<int> _scores = new List<int>();
// This is the method for when someone asks us to record a score. The
// "score" parameter is the new score which you can think of as being
// written on a card.
public void RecordScore(int score)
{
// Go through each of the existing scores. "i" is the index in the
// list.
for (int i = 0; i < _scores.Count; i++)
{
// See if the new score is less than the score at index #i
if (_scores[i] < score)
{
// It is lower than this new score. Insert the new score
// above that score.
_scores.Insert(i, score);
// We're done. Stop looping and exit RecordScore.
return;
}
}
// If we get here, we found no scores lower than this new one. Add
// this score to the bottom of the stack.
_scores.Add(score);
}
// This is the method for when someone asks us for the top 10 scores.
// Notice that we return an array of integers, which will represent
// our piece of paper we hand back to the one requesting the scores.
public int[] GetTop10Scores()
{
// We start with a blank piece of paper.
int[] result = new int[10];
// Go through the scores. The first 10 are the top 10 because
// RecordScore puts them in order. We also need to make sure
// we don't try to get more scores than we've recorded.
for (int i = 0; i < 10 && i < _scores.Count; i++)
{
// Write down the score on the paper
result[i] = _scores[i];
}
// Send back the list of scores to the requester
return result;
}
}
Now, inside of your main program, you can create a ScoreKeeper and ask it to do its score keeping:
class Program
{
static void Main(string[] args)
{
Console.WriteLine("Welcome to the Maths game!");
Console.WriteLine("(Apologies for the glitchiness!)");
Console.WriteLine();
Console.WriteLine("Please choose from the following options:");
Console.WriteLine();
// This object keeps track of scores
ScoreKeeper scoreKeeper = new ScoreKeeper();
bool keepRunning = true;
while (keepRunning)
{
Console.WriteLine("1 - Test your Maths against the clock!");
Console.WriteLine("2 - Exit the application.");
Console.WriteLine("3 - Top scores");
Console.WriteLine();
string input = Console.ReadLine();
int intInput = int.Parse(input);
if (intInput == 1)
{
// You should avoid gotos. Try writing a method instead
// Play the game and get the player's score.
int newScore = PlayGame();
// Have the score keeper record the new score.
scoreKeeper.RecordScore(newScore);
}
else if (intInput == 2)
{
keepRunning = false;
}
else if (intInput == 3)
{
// Get the top scores from the score keeper
int[] topScores = scoreKeeper.GetTop10Scores();
// Print each score
for (int i = 0; i < topScores.Length; i++)
{
Console.WriteLine("{0}: {1}", i + 1, topScores[i]);
}
}
}
}
private static int PlayGame()
{
// Put your game logic in here. Return the score.
}
}
Once you become more familiar with the fundamentals of programming, you'll find there are existing classes you can reuse, like SortedList, that can already take care of common tasks like maintaining an ordered list.

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