联系方式

  • QQ:99515681
  • 邮箱:99515681@qq.com
  • 工作时间:8:00-21:00
  • 微信:codinghelp

您当前位置:首页 >> Java编程Java编程

日期:2019-06-01 10:32

Further Programming COSC 2391/2401

Semester 1, 2019

Casino Style Gaming Wheel

Assignment Part 2: AWT/Swing UI Implementation (25 marks)

This assignment requires you to build an AWT/Swing graphical user interface for the Wheel Game

that reuses your code from assignment part 1.

You should build on top of your existing assignment part 1 functionality and should not need to

change your existing Game Engine code if it was correct in assignment part 1. You can seek help in

the tutelab/consultation to finish assignment part 1 if necessary (since it is a core requirement of this

course that you should be able to work with basic OO classes and interfaces). Furthermore, you will

require a solid understanding of classes/interfaces to write effective AWT/Swing!

As part of your new implementation you must write a GameEngineCallbackGUI class that is added

to the GameEngine via the existing addGameEngineCallback() method. This class will be

responsible for managing all of the graphical updates as the game is played. NOTE: this class should

not actually implement the UI functionality but instead for cohesion it should call methods on other

classes, especially the view. To state another way, it must be the entry point for any UI code resulting

from game play, in order to avoid coupling between the GameEngine and the UI which is counter to

the original specification.

This GameEngineCallbackGUI is to be added in addition to the console based

GameEngineCallbackImpl from assignment 1 in order to demonstrate that your GameEngine can

work with multiple callbacks i.e. both (all) callbacks are called for any relevant operation such as

nextSlot()/result(). NOTE: This is the main reason the assignment part 1 specification

required the GameEngineImpl to handle multiple callbacks! It should also help debugging since you

will have the console output to match against the UI behaviour.

AWT/Swing User Interface

You are to develop an AWT/Swing user interface that implements the following basic functionality:

Add players (including name and initial betting points balance)

Remove Player

Place a bet (per player) including specifying the bet type and displaying an error message or dialog

for invalid bets

Spin the wheel and draw the animation using the supplied .png file (see details below)

Display updated player balances after the spin has finished including stating WIN/LOSS per player

NOTE: You should set your delay parameters to (1, 500, 25) ms for testing and submission.

You have some flexibility with designing the layout and appearance of your interface and should focus

on clarity and simplicity rather than elaborate design. However, to demonstrate competency you

should include at least one each of the following and must also meet the specific requirements in the

UI implementation section below.

A pull-down menu (like the standard File menu in Eclipse)

A main WheelPanel showing the gaming wheel graphic as well as the animated ball (see below)

A SummaryPanel which is always visible which shows player names, their current points balance,

their current bet (including bet type) and their most recent win/loss calculated according to the betting

odds from assignment 1.

A mechanism such as a button for initiating a spin (but the spin should also occur automatically once

all players have placed a bet)

Marking emphasis will be on the quality of your code and your ability to implement the required

functionality as well as basic usability of the UI (based on the usability attributes described in the

lecture notes).

Your code should be structured using the Model View Controller pattern (MVC) where the

GameEngineImpl from assignment part 1 serves as the model, the listeners represent the

controllers as separate classes (each in a separate file placed in the controller package), whereas

the GameEngineCallbackImpl and new GameEngineCallbackGUI are part of a view package

(or sub-packages), as are any additional UI classes such as frames, dialogs, components, menus etc.

Furthermore, you must NOT use static referencing (e.g. no use of the Singleton pattern) and therefore

all references required by different classes must be passed as parameters (e.g. via constructors).

IMPORTANT: Your assignment 2 code should be a separate Eclipse project which references

assignment 1 via the Eclipse build path dialog. This provides clear separation and helps ensure all of

your GUI code (MVC views including the GameEngineCallbackGUI and controllers) is separate

from your GameEngineImpl implementation (MVC model). Furthermore, all of your GUI code should

call your GameEngineImpl implementation via the GameEngine interface only. You should not add

any UI code to the GameEngineImpl with the primary test being that your UI code should work with

any GameEngine implementation (for example our own implementation we will use for testing). i.e.

your UI should not require anything additional from the assignment 1 GameEngineImpl if

implemented correctly according to the Javadoc and assignment 1 specification. Finally, your

GameEngineImpl should still pass the Validator checks from assignment 1. Another way to think

about it is that any changes to the original assignment 1 project should be to fix missing functionality,

not to add anything new.

NOTE: It is a core learning outcome of this assignment to demonstrate that encapsulation and

programming to interfaces provides complete separation such that code written by independent

parties can work together seamlessly without any change!

UI Implementation

The animation of the main wheel panel is likely the most challenging part of the assignment and

should be left until the end when everything else is implemented correctly. That said it just requires

some basic trigonometry and arithmetic (scaling and coordinate translation). i.e. x = r * cos(theta), y =

r * sin(theta) and a bit of patience to get it right :)

That said, you can get the main functionality working first using a simple JLabel that is updated for

each new intermediate result (nextSlot()) received from the GameEngineCallback method. You

can also refer to the console logs.

Additionally, the supplied Basic_roulette_wheel_1024x1024.png should be drawn square (i.e.

circular not elliptic); scaled to be centred in the WheelPanel; and resized as the frame resizes to take

up all the space in its containing panel (a BorderLayout is useful here).

To simplify doing the animation you can redraw the background on every update rather than having to

save and restore the pixels under the drawn ball although you are welcome to do this at the end if you

want a challenge since it is much more efficient :)

The SummaryPanel should only take up one quarter, to a maximum one third, of the frame with the

WheelPanel taking the remainder of the space (excluding any toolbars, status bars etc. which should

be compact). Resizing should be appropriately handled using layout management.

I have provided a video WheelSpin.mp4 on Canvas using my own sample implementation for

reference so you can see the exact required resizing and spinning behaviour of the wheel. NOTE:

This video only shows the spin but not include the SummaryPanel and other functionality described

above which must also be implemented.

Threads

Although threads will be covered towards the end of the semester, AWT/Swing requires all calls to the

UI (any methods in AWT/Swing such as creating a component, laying out, or updating) to be done on

the AWT Event Dispatch Thread. Furthermore, since the spin(…)method of GameEngineImpl

executes in a loop with a delay it is necessary to run it in a separate thread so it does not lock up the

UI.

To achieve this you can use the code below. You don’t need to know exactly how this works for now

(although the API docs are useful here and we will also cover in class) but hopefully you are able to

identify how the code is simply using anonymous inner classes to execute some code on a separate

thread!

To call a GameEngineImpl method (such as spin()) on a separate thread.

new Thread()

{

@Override

public void run()

{

//call long running GameEngine methods on separate thread

}

}.start();

To update the GUI from the callback ..

SwingUtilities.invokeLater(new Runnable()

{

@Override

public void run()

{

// do GUI update on UI thread

}

});

Implementation Details

IMPORTANT: As with assignment one you must not change any of the interfaces but you may

implement any other helper classes that you need to. A correct implementation should not require any

changes to the GameEngineImpl, only the addition of new AWT/Swing classes to build the UI, in

addition to a new GameEngineCallbackGUI.

To demonstrate cohesion and correct OO techniques, all UI code must be written carefully by hand.

You can use builder tools (such as NetBeans) to aid prototyping but all final code must be written by

hand since this is a programming not a UI design course :) i.e. You will lose marks if you submit

generated code! You will also be breaching the “no third-party code” requirement below.

SUMMARY

1. You should use MVC implementation for your system.

2. You should write all your listeners as separate controller classes in the controller

package.

3. You must not use any static referencing (e.g. no use of the Singleton pattern permitted).

4. You should aim to provide high cohesion and low coupling as covered in this course.

5. You should aim for maximum encapsulation and information hiding.

6. You should rigorously avoid code duplication.

7. You should comment important sections of your code remembering that clear and readily

comprehensible code is preferable to a comment.

8. Since this course is concerned with OO design you should avoid the use of Java 8+ lambdas

which are a functional programming construct.

9. You should use extra threads where necessary (based on the sample code provided above)

to ensure smooth UI operation.

Submission Instructions

You are free to refer to textbooks and notes, and discuss design issues (and associated general

solutions) with your fellow students on Canvas; however, the assignment should be your own

individual work and IS NOT a group assignment.

You may also use other references, but since you will only be assessed on your own work you

should NOT use any third-party packages or code, or any generated code (e.g. UI builders) (i.e.

not written by you) in your work.

The source code for this assignment (i.e. complete compiled Eclipse projects1

i.e BOTH

assignment 1 and 2 projects) should be submitted as a SINGLE .zip file by the due date using the

Eclipse option export->general->archive.

IMPORTANT: SUBMISSIONS OF A ROULETTE OR ANY OTHER GAME WHICH DO NOT IN ANY

WAY ADHERE TO THE SPECIFICATION AND PROVIDED CODE WILL RECEIVE A ZERO MARK

Due 6:00PM Fri. 31st May 2019 (25%)

Late submissions are handled as per usual RMIT regulations - 10% deduction (2.5 marks) per

day. You are only allowed to have 5 late days maximum.


1 You can develop your system using any IDE but will have to create an Eclipse project using your source code files for

submission purposes.


版权所有:编程辅导网 2021 All Rights Reserved 联系方式:QQ:99515681 微信:codinghelp 电子信箱:99515681@qq.com
免责声明:本站部分内容从网络整理而来,只供参考!如有版权问题可联系本站删除。 站长地图

python代写
微信客服:codinghelp