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日期:2020-06-19 10:26

EECE 1080C / Programming for ECE

Summer 2020

Computer Project


Project is due on Tuesday, 30 June!


Topics covered:

?Project 1 – Interactive Game


Objective:

The goal of this project is to demonstrate basic mastery of the design, creation, and implementation of a moderately-sized C++ Project.

?To demonstrate OOP programming in the construction of a multi-level in game.

?The main goals of this laboratory are as follows:

oWork in groups of 2 to develop an interactive computer game.

oDemonstrate your understanding of C++

Submit your files on Canvas using the submission Link. Include all .hpp, .cpp, and .exe files


Game Description

?Player should navigate around a maze to complete an objective and advance through 10 mazes of increasing difficulty.

?There needs to be obstacles: bad guys, traps, etc.

?The maze will be printed to the terminal as a hidden map and revealed as the player moves around to find the end point

?The player can move around using w-a-s-d or up-down-left-right


Rubric: 100 points

?Computer Project (100)




Timeline:

?Initial summary and design:17 June:15 points

Discuss with your partner the details that you would like to include in your game

And submit the following:

1.A code diagram of int main() to show how you would like the game to work. Include as much detail as possible!

2.A list of structures and functions that you will be using in the game

3.A code diagram of each major function required for smooth game play

?Status report:24 June:10 points

Prepare a short summary of your progress and submit the following:

1.A 1/2 – page written summary of your progress with the project

2.A list of the modifications you have made to your initial design

?Final Project submission:30 June:75 points

1.Submit the .hpp, .cpp, and .exe files for the completed code.

2.Include a ?-page guide with instructions about the game objective and interface




Interactive RPG-dungeon game:

General Tips

1.Choose your partner

2.Take time to discuss the features that you want to build into the game

oYou will be building your code using classes and structures, putting each piece in header files

oDecide who will design each piece, then bring the pieces together in the main code.

3.The C++ source code should meet or exceed the following requirements

oUse C++ best practices when possible

?Use meaningful variable and function names

?Maximize the use of functions and class/struct data types

?Most of the gameplay should be completed using struct object functions

oFollow all coding style and comment guidelines

oComplete the following program header:

/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\

|Project Title: Program Name|

|   About Game: |

||

|   How-to-play:|

||

|   Developers:|

|      Name 1 - CQU Number|

|      Name 2 - CQU Number|

||

|   Special Instructions: (optional)|

|      Include special instructions to compile and run|

||

\* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */



A.Minimum Coding Requirements

As a programmer, you are free to use any method to interact with the player. Consider displaying game information (a descriptive menu and board graphic.) Note: use #include <cstdlib> then put system("CLS"); on a line in your program to clear the terminal screen.

?Player can select from three characters

?Player can select board size: 10 by 10 minimum

oPlaying field may increase in size with each level

?You will progress the player through 10 mazes of game play (0 – 9)

For each level:

?Characters starts in a random place in the maze

?Player should be able to enter

ow – to go up  (up arrow)

oa – to go left (left arrow)

os – to go down (down arrow)

od – to go right (right arrow)

oq – to quit (esc key)

?Handle the option to move outside the maze

?The player’s goal is to get the character to the winning objective

oPlayer will fight bad guys and collect power-ups along the way.

?Playing field struct/class: should be randomly filled with bad guys, power-ups, and the winning location. I suggest using the following table for population

Levelchar0123456789

# of Winning spaceW1111111111

# of Map Reveal spaceM0111111111

# of Atk-Up spaceA0123456789

# of Def-Up spaceD0123456789

# of bad-guy space1,2,3,4,5051015202530354045

Board Size*, X, 010x1010x1010x1010x1010x1010x1010x1010x1010x1010x10

oLegend: using a construction similar to the rectangle frame program we created, you can display the game board

?W = winning space

?A = attack boost (+1)

?D = defense boost (+5)

?M = map reveal treasure – shows the legend on the map instead of * and X

?1,2,3,4,5 = level of bad guy occupying the square

?* = unexplored space on playing field

?X = explored space on playing field

?0 = space where the character is

oHint: store two 2D arrays. The first will have the map with just * ,0, X. The second will show all the other characters.

oBasic struct/class functions you will need

?print gameboard – revealed or hidden (public)

?execute action – based on what is hidden in the square moved to (public)

?(private) fighting bad guys routine (attack first, take damage hp, repeat until victory or death)

?output back to main program a mechanism to advance to next level (function return bool)

?output back to main program if the character is dead (public class variable bool)

?Character class/struct: should be selected by the player. I suggest the following basic options

Good GuyAttackHP

Good Guy (1)130

Good Guy (2)220

Good Guy (3)310

oCharacter would be a struct used inside of the playing field class and will have 3 options; the variable will be initialized, based on the player’s selection

oCharacter attack firsts, then takes damage – repeat until character defeats the bad guy.

ooptional: add on the weaponClass

?Bad Guys struct: Player should fight bad guys of different levels. I suggest, creating bad guys using the following distribution (all in percent) – Take the percentage of bad guys from the playing field table and multiply it by the percentage distribution of bad guys.

Level0123456789

Bad Guy (0)010095857050301000

Bad Guy (1)00510152025302520

Bad Guy (2)0005101520253025

Bad Guy (3)000051015202530

Bad Guy (4)00000510152025

Bad Guys would be a struct used inside of the playing field class and will have 5 elements

Bad GuyAttack PowerHP

Bad Guy (0)11

Bad Guy (1)22

Bad Guy (2)33

Bad Guy (3)44

Bad Guy (4)55


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