The high-scores screen simply draws the top five high scores we store in the
Settings class, plus a fancy header telling the player that he or she is on the high-scores screen, and a button at the bottom left that will transition back to the main menu when pressed. The interesting part is how we render the high scores. Let's first have a look at where we render the images, which is shown in Figure 6–4.
That looks as easy as the other screens we have implemented. But how can we draw the dynamic scores?
We have an asset image called ...