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日期:2024-04-29 08:58

CSC 256-04 Final Project Part 2 (50 Points)

An ancient robot game

For this project, you are given a program that implements a game where a human user

tries to escape from four robots. The user and four robots are on an x-y grid. On every

step, you enter a move for the human. The robots will attempt to get closer to the human.

When a robot has the same x-y coordinates as the human, the game is over. You will

translate this program faithfully, following all function call guidelines and MIPS register

use conventions.

Two arrays x[4] and y[4] keep track of the x- and y-coordinates of four robots. The

positions of the human and the four robots are initialized in the program. On each step,

the user enters a move; the positions of the human and the robots are updated. This

continues until the human dies. This figure gives an idea of the game; we’ll work with a

text-only version, sorry.

In the main loop, the user is prompted to enter a move. The position of the user is

updated. Then the program calls a function moveRobots() to update the position of

the robots as they try to catch the human. The new positions of the human and the robots

are then displayed.

The function moveRobots() has prototype

int moveRobots(int *arg0, int *arg1, int arg2, int arg3)

arg0 is the base address of array that contains the x-coordinates of the four robots, arg1 is

the base address of array that contains the y-coordinates of the four robots, arg2 is the

x-coordinate of the human, arg3 is the y-coordinate of the human.

moveRobots()updates the positions of the four robots, and returns a 1 if the human is

alive, and a 0 if the human is dead (i.e., the human has the same coordinates as a robot).

Each coordinate of a robot is updated by calling the function getNew(), which returns

the new coordinate based on the current coordinate of the robot and the current

coordinate of the human.

When you translate moveRobots() to MIPS assembly language, arg0 through arg3

are in $a0 through $a3; the return value is in $v0.

The function getNew() uses simple rules to move a robot closer to the human. If the

difference in the coordinates is >=10, the robot's coordinate will move 10 units closer to

the human. If the difference in the coordinates is < 10, the robot's coordinate will

move one unit closer to the human. (See program listings.) getNew() has prototype

int getNew(int arg0, int arg1)

arg0 is the coordinate (x or y) of a robot, arg1 is the coordinate (x or y) of the human.

getNew() returns the new coordinate of the robot, based on the position of the human.

The function getNew() is already translated to MIPS assembly language, arg0 and arg1

are in $a0 and $a1 respectively, and the return value is in $v0.

A copy of the C++ program robots.cpp can be found here. The file assembly file contains

the main program and getnew(), already translated into MIPS assembly language. Your

functions will follow the main program in the same file. The template assembly file can

be found on Canvas.

Write the functions exactly as described in this handout. Do not implement the

program using other algorithms or tricks. Do not even switch the order of the arguments

in function calls; you must follow the order specified in the C++ code. The purpose of

this program is to test whether you understand nested functions. If you wish to make

changes to the algorithm, you must first check with the instructor.

Your functions should be properly commented. Each function must have its own header

block, including the prototype of the function, the locations of all arguments and return

values, descriptions of the arguments and how they are passed, and a description of what

the function does. Paste in the C++ code as inline comments for your MIPS assembly

code.

Submission: submit your code via Canvas. All your code should be in a single plain text

file(PDF only).

80% of your grade is for correctness. 20% is for clarity/documentation.

Output%

Your coordinates: 25 25

Enter move (1 for +x, -1 for -x, 2 for + y, -2 for -y):2

Your coordinates: 25 26

Robot at 10 10

Robot at 10 40

Robot at 40 10

Robot at 40 40

Enter move (1 for +x, -1 for -x, 2 for + y, -2 for -y):1

Your coordinates: 26 26

Robot at 20 20

Robot at 20 30

Robot at 30 20

Robot at 30 30

Enter move (1 for +x, -1 for -x, 2 for + y, -2 for -y):2

Your coordinates: 26 27

Robot at 21 21

Robot at 21 29

Robot at 29 21

Robot at 29 29

Enter move (1 for +x, -1 for -x, 2 for + y, -2 for -y):1

Your coordinates: 27 27

Robot at 22 22

Robot at 22 28

Robot at 28 22

Robot at 28 28

Enter move (1 for +x, -1 for -x, 2 for + y, -2 for -y):2

Your coordinates: 27 28

Robot at 23 23

Robot at 23 28

Robot at 27 23

Robot at 27 28

AAAARRRRGHHHHH... Game over

libra%


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