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:2023-09-20 10:27

SWEN20003 Object Oriented Software Development Project 2, 2023

The University of Melbourne

School of Computing and Information Systems

SWEN20003 Object Oriented Software Development

Project 2, Semester 2, 2023

Released: Friday, 8th September 2023 at 4:30pm AEST

Project 2A Due: Wednesday, 20th September 2023 at 4:30pm AEST

Project 2B Due: Friday, 13th October 2023 at 4:30pm AEDT

Please read the complete specification before starting on the project, because there

are important instructions through to the end!

Overview

In this project, you will create a music arcade game called ShadowDance in the Java programming

language, continuing from your work in Project 1. We will provide a full working solution for

Project 1; you may use all or part of it, provided you add a comment explaining where you found

the code at the top of each file that uses the sample code.

This is an individual project. You may discuss it with other students, but all of the implementation must be your own work. By submitting the project you declare that you understand

the University’s policy on academic integrity and are aware of consequences of any infringement,

including the use of artificial intelligence.

You may use any platform and tools you wish to develop the game, but we recommend using IntelliJ

IDEA for Java development as this is what we will support in class.

Extensions & late submissions: If you need an extension for the project, please complete the

Extension form in the Projects module on Canvas. Make sure you explain your situation with

some supporting documentation such as a medical certificate, academic adjustment plan, wedding

invitation, etc. You will receive an email saying if the extension was approved or if we need more

information.

If you submit late (either with or without an extension), please complete the Late form in the

Projects module on Canvas. For both forms, you need to be logged in using your university

account. Please do not email any of the teaching team regarding extensions or late submissions.

All of this is explained again in more detail at the end of this specification.

There are two parts to this project, with different submission dates. The first task, Project

2A, requires that you produce a class design demonstrating how you plan to implement the game.

This should be submitted in the form of a UML diagram showing all the classes you plan to implement, the relationships (e.g. inheritance and associations) between them, and their attributes,

as well as their primary public methods. You do not need to show constructors, getters/setters,

dependency, composition or aggregation relationships. If you so choose, you may show the relationship on a separate page to the class members in the interest of neatness, but you must use correct

UML notation. Please submit as a PDF file only on Canvas.

1

SWEN20003 Object Oriented Software Development Project 2, 2023

The second task, Project 2B, is to complete the implementation of the game as described in the

rest of this specification. You do not need to strictly follow your class design from Project 2A;

you will likely find ways to improve the design as you implement it. Submission will be via GitLab

and you must make at least 5 commits throughout your project.

Game Overview

‘The aim is simple : the player has to hit the corresponding musical notes that appear on screen

in different lanes on time to score points. To win each level, you need to beat a target score. The

second level features a special lane that has special notes such as bomb, speed up, slow down

and double score. The third level includes enemies who try to steal notes from the lanes and a

guardian who will shoot projectiles at these enemies when a key is pressed. Can you beat the

target scores and win the game?”

The game features three levels : Level 1, Level 2 and Level 3. In Level 1, the notes will descend from the top vertically in the 4 lanes. The player has to press the corresponding arrow key

when the note overlaps with the stationary note symbol at the bottom. The accuracy of how close

the note was to the stationary note when the key was pressed, will determine the points given.

There will be hold notes that require the player to hold down the key. To finish the level, the

player needs to beat the target score of 150 when all the notes have fallen. If the player’s score is

lower, the game ends. You have already implemented Level 1 in Project 1 (the only change required

is to the start/end screens which is explained later).

Level 2 features the same game-play as above but the player now has to deal with additional features

such as a special lane that has special notes. Similar to a normal note, if the corresponding key is

pressed for the special note, its effect is applied (this is explained in detail later). To win the level,

the player must beat a score of 400.

Level 3 is the final level. It includes all of the above as well as extra features such as enemies and

a guardian. An enemy moves horizontally and it will steal notes from nearby lanes by colliding

with them. The guardian will shoot projectiles at the nearest enemy when the corresponding key

is pressed. To win the level, the player must beat a score of 350.

Note that the game does not need to be played progressively. You can choose which level to play

from the start screen and also at the end of each level.

An Important Note

Before you attempt the project or ask any questions about it on the discussion forum, it is crucial

that you read through this entire document thoroughly and carefully. We’ve covered every detail

below as best we can without making the document longer than it needs to be. Thus, if there is

any detail about the game you feel was unclear, try referring back to this project spec first, as it

can be easy to miss some things in a document of this size. And if your question is more to do on

how a feature should be implemented, first ask yourself: ‘How can I implement this in a way that

2

SWEN20003 Object Oriented Software Development Project 2, 2023

both satisfies the description given, and helps make the game easy and fun to play?’ More

often than not, the answer you come up with will be the answer we would give you!

Figure 1: Start Screen Screenshot

(a) Completed Level 2 Screenshot (b) Completed Level 3 Screenshot

Figure 2: Level Screenshots

Note : the actual positions of the entities in the levels we provide you may not be the same as in

these screenshots.

3

SWEN20003 Object Oriented Software Development Project 2, 2023

The Game Engine

The Basic Academic Game Engine Library (Bagel) is a game engine that you will use to develop

your game. You can find the documentation for Bagel here.

Coordinates

Every coordinate on the screen is described by an (x, y) pair. (0, 0) represents the top-left of the

screen, and coordinates increase towards the bottom-right. Each of these coordinates is called a

pixel. The Bagel Point class encapsulates this.

Frames

Bagel will refresh the program’s logic at the same refresh rate as your monitor. Each time, the

screen will be cleared to a blank state and all of the graphics are drawn again. Each of these steps

is called a frame. Every time a frame is to be rendered, the update() method in ShadowDance is

called. It is in this method that you are expected to update the state of the game.

Your code will be marked on 120Hz screens. The refresh rate is now typically 120 times per

second (Hz) but some devices might have a lower rate of 60Hz. In this case, when your game is

running, it may look different to the demo videos as the constant values in this specification have

been chosen for a refresh rate of 120Hz. For your convenience, when writing and testing your code,

you may change these values to make your game playable (these changes are explained later). If

you do change the values, remember to change them back to the original specification values

before submitting, as your code will be marked on 120Hz screens.

The Levels

Our game will have three levels, each with elements to implement that are described below.

Window and Background

The background (background.png) should be rendered on the screen to completely fill up your

window throughout the game (for the start screen and all the levels). The default window size

should be 1024 * 768 pixels. The background has already been implemented for you in the skeleton

package.

Start Screen

Each level has the same start screen. The screen has a title message that reads SHADOW DANCE

should be rendered in the font provided in res folder (FSO8BITR.ttf), in size 64. The bottom left

corner of this message should be located at (220, 250).

4

SWEN20003 Object Oriented Software Development Project 2, 2023

Additionally, an instruction message consisting of 4 lines:

SELECT LEVELS WITH

NUMBER KEYS

1 2 3

should be rendered below the title message, in the font provided, in size 24. The bottom left of

the first line in the message should be calculated as follows: the x-coordinate should be increased

by 100 pixels and the y-coordinate should be increased by 190 pixels.

There must be adequate spacing between the 4 lines to ensure readability (you can decide on

the value of this spacing yourself, as long as it’s not small enough that the text overlaps or too big

that it doesn’t fit within the screen). You can align the lines as you wish.

The player chooses which level to play by pressing the corresponding key (1, 2 or 3). Once the level

is over, the player will be re-directed back to the start screen. To help when testing your game,

you can allow the player to pause the game whilst in a level (i.e. everything in the window will

stop moving) by pressing the Tab key (this is not assessed but will help you when coding!)

World File

The lanes and the notes will be defined in a world file, describing the type and their position or

time of appearance in the window. The world files for each level are level1.csv, level2.csv and

level3.csv correspondingly. (For 60Hz screens, use the corresponding ‘-60” file, i.e. for Level 1

use level1-60.csv). A world file is a comma-separated value (CSV) file with rows in one of the

following formats:

Lane, type of lane, x-coordinate

(or)

Type of lane, type of note, frame-number

An example of a world file:

Lane,Special,200

Lane,Right,742

Down,Normal,776

Down,Hold,1357

Special,DoubleScore,2370

The type of lane refers to either the arrow key which it corresponds to or if it is a special lane,

for example: the first entry in the above example is for the lane corresponding to the special lane.

The type of note refers to whether the note is normal, a hold note or a special note, and the

frame number is the frame in which the note starts appearing on screen. For example, the last

entry in the above example refers to a special note of the double score type that appears from the

2370th frame onwards in the special lane.

5

SWEN20003 Object Oriented Software Development Project 2, 2023

You must actually load the files—copying and pasting the data, for example, is not allowed. You

have been provided with extra world files to test on (test1.csv, test2.csv, test3.csv). Marking

will be conducted on a hidden different CSV file of the same format. Note: You can assume

that there will always be only one special lane in both Levels 2 and 3, and that there will be a

maximum of four normal lanes in each level. The number of notes in the CSV may vary however.

End Screen

Each level has the same end screen. The end screen has two messages - a win/loss message and

an instruction message.

When all the notes in the CSV file have fallen, if the player’s score is higher than the target score

for that level, this is considered as a win. Hence, the first message is a winning message that reads

CLEAR! The x-coordinate of this message should be centered horizontally and the y-coordinate is

300. The font size to be used is 64. If the player’s score is less than the target score of the level,

this is a loss. In this case, the message reads TRY AGAIN. The coordinates and the font size are the

same as previously mentioned. The target scores for each level are 150, 400 and 350 respectively.

The second message on the end screen is an instruction message that reads PRESS SPACE TO RETURN

TO LEVEL SELECTION. This should be rendered below the first message. The x-coordinate should

be centered horizontally and the y-coordinate is 500. The font size to be used is 24.

When the player presses the space key, the start screen should be rendered again as described in

the Start Screen section and the player can choose to play again. The player can terminate the

game window at any point (by pressing the Escape key or by clicking the Exit button) - the window

will simply close and no message will be shown.

Hint: The drawString() method in the Font class uses the given coordinates as the bottom left of

the message. So to center the x-coordinate of the message, you will need to calculate the coordinate

using the Window.getWidth() and Font.getWidth() methods.

The Game Entities

The following game entities have an associated image (or multiple!) and a starting location (x,

y). Remember that all images are drawn from the centre of the image using these coordinates.

Lane

In this game, there are four normal lanes for the four arrow keys (left, right, up and down)

represented by the images shown on the next page. The (x, y) coordinate of the centre of each

image is as follows : the x-coordinate is given in the CSV file and the y-coordinate is 384. The

position of the lane stays constant throughout the game.

6

SWEN20003 Object Oriented Software Development Project 2, 2023

(a) laneLeft.png (b) laneRight.png (c) laneUp.png (d) laneDown.png

Figure 3: The lane images (note that the size has been reduced to fit on the page)

A lane can have any number of notes and hold notes. Each lane has a stationary note symbol at

the bottom which is the target. The player needs to press the corresponding arrow key when the

falling note overlaps with the stationary note to score points. The y-coordinate of the centre of the

four stationary notes is 657.

Special Lane

This is a special type of lane shown below that features in Level 2 and 3. Only special notes will

fall down this lane. The player needs to press the space key when the falling special note overlaps

with the stationary symbol at the bottom of the lane, to activate the effect of the special note.

Only one special lane will be present in one level. The y-coordinates mentioned in the previous

section are the same for special lanes too.

Figure 4: laneSpecial.png

7

SWEN20003 Object Oriented Software Development Project 2, 2023

Note

(a) noteLeft.png (b) noteRight.png (c) noteUp.png (d) noteDown.png

Figure 5: The note images

There are four types of normal notes for the four arrow keys represented by the above images.

Each note will descend vertically from the top of the screen in the corresponding lane, for example:

a left note should descend in the left lane and an up note should descend in the up lane. The

starting (x, y) coordinate of the centre of each note image is as follows : the x-coordinate is the

same as the x-coordinate of the lane it corresponds to and the y-coordinate is 100.

Each note moves downwards at a speed of 2 pixels per frame (for 60Hz screens, increase this

value to 4). The frame number from which the note starts being drawn on screen is given in

the CSV file. The note will continue to be drawn until either it either leaves the window from

the bottom of the screen or the player presses the corresponding key for the note (and a score is

calculated as described below).

Note Scoring

The score for each key press is calculated based on the accuracy of how close the given note was

to the stationary note symbol in the lane when the key was pressed. When the key is pressed, the

absolute distance in pixels between the y-coordinate of the centre of the falling note and the

y-coordinate of the centre of the stationary note is calculated. The method to determine the score

from this distance is shown below.

• If distance <= 15, this is a PERFECT score and receives 10 points

• If 15 < distance <= 50, this is a GOOD score and receives 5 points

• If 50 < distance <= 100, this is a BAD score and receives -1 points

• If 100 < distance <= 200, this is a MISS and receives -5 points.

If the note leaves the window from the bottom of the screen without the corresponding key being

pressed, this is considered as a MISS too and receives -5 points.

When a score is calculated, the corresponding score message (shown in the list above) must be

rendered on screen, roughly centered horizontally and vertically. The font size must be set to 40

and the message must be rendered for 30 frames (15 frames for 60Hz screens). For example, when

the score is perfect, the text rendered must be PERFECT.

8

SWEN20003 Object Oriented Software Development Project 2, 2023

Figure 6: Score

The player’s current total score must also be rendered on screen. The

score is rendered in the top left corner of the screen in the format of

"SCORE k" where k is the current score. The bottom left corner of this

message should be located at (35, 35) and the font size should be 30.

Hold Note

A hold note is a different type of normal note, where the player has to hold down the

corresponding arrow key for the duration in which the falling hold note overlaps with the stationary

note in the lane. Once again, there are four types of hold notes for the four arrow keys shown in

the figure below.

The starting (x, y) coordinate of the centre of each image is as follows : the x-coordinate is the

same as the x-coordinate of the lane it corresponds to and the y-coordinate is 24. The speed is

the same as for a normal note and the frame number is also given in the CSV file.

(a) holdNoteLeft.png

(b) holdNoteRight.png (c) holdNoteUp.png

(d) holdNoteDown.png

Figure 7: The hold note images

Hold Note Scoring

For hold notes, the scoring is calculated in a similar manner but the difference is that two scores

are calculated - first when the hold is started and the second when the hold is released. Hint:

To check if a hold has been released, you will find the wasReleased() method in the Input class

helpful.

9

SWEN20003 Object Oriented Software Development Project 2, 2023

When the hold starts, the y-coordinate at the bottom of the image of the holding note needs to be

used to calculate the distance (instead of the centre of the image like in a normal note). Likewise

when the hold is released, the y-coordinate at the top of the image needs to be used. Hint: To

calculate the y-coordinate at the bottom of the hold note image, add 82 to the centre y-coordinate,

and for the y-coordinate at the top of the image, subtract 82.

The method of determining the score from the distance is the same as given in the Note Scoring

section (bottom of page 8). If the hold note leaves the window from the bottom of the screen

without the hold starting, this is considered as a MISS and receives -5 points. If the hold was

released at a distance greater than 200 pixels, this is a MISS too.

Similar to normal notes, the score messages should also be rendered on screen and the scores from

hold notes, need to be added to the total score too.

Special Note

A special note is a special type of normal note that features in Levels 2 and 3. Similar to normal

notes, each note has a starting (x, y) coordinate, where the x-coordinate is the same as the

x-coordinate of the lane it corresponds to and the y-coordinate is 100.

Instead of a score, each special note has an effect that activates when the key for the lane it

corresponds to is pressed. The distance calculation is simpler than the other notes - if the distance

between the y-coordinate of the stationary note (at the bottom of the lane) and the y-coordinate

of the special note is <= 50, it is considered as activated. When activated, a message is rendered

on screen similar to the scoring messages for normal and hold notes. The 4 types of special notes

are described below.

Double Score Note

Figure 8: note2x.png

This note can only appear in the special lane and is represented by the

image on the right. The special effect of this note is that all scores are

doubled temporarily. The message to be rendered when activated reads

Double Score. The effect lasts for 480 frames and scoring returns to normal after this elapses.

Speed Up Note

Figure 9: noteSpeedUp.png

This note can only appear in the special lane and is represented by the

image on the left. Its special effect is that the speed of all notes is increased by 1. The message to be rendered when activated reads Speed

Up and 15 points is added to the score. The effect lasts until a slow down

note is activated.

10

SWEN20003 Object Oriented Software Development Project 2, 2023

Slow Down Note

Figure 10: noteSlowDown.png

This note can only appear in the special lane and is represented

by the image on the right. The special effect of this note is the

speed of all notes is decreased by 1. The message to be rendered when activated reads Slow Down and 15 points is added to the

score.

Bomb Note

Figure 11: noteBomb.png

This note can appear in any of the normal lanes or in the special

lane. It is represented by the image on the left. The special effect of this note is that all notes in that lane will be removed from

the screen. The message to be rendered when activated reads Lane

Clear.

Enemy

Figure 12: enemy.png

The enemy is an entity that appears in Level 3 and is represented by

the image on the right. In Level 3, every 600 frames, an enemy must be

created. At creation, the enemy’s (x, y) coordinates must be chosen as

follows : the x-coordinate must be randomly chosen between 100 and

900, the y-coordinate must be randomly chosen between 100 and 500.

An enemy can move horizontally at a speed of 1 pixel per frame either in the left direction or

right direction, and this must also be chosen randomly at creation.

When the enemy’s x-coordinate reaches either 100 or 900, the enemy must start moving in the

opposite direction (i.e. the enemy will reverse direction at these coordinates). The enemy’s goal is

to steal normal notes from lanes by colliding with them. Collisions are detected as follows: if the

distance between the centre-coordinates of the enemy image and the centre-coordinates of the note

image is <= 104, this is considered as a collision. If collided with, the note will disappear from the

screen.

Guardian

Figure 13:

guardian.png

The guardian is an entity that appears in Level 3 and is represented by

the image on the left. The guardian does not move and remains at (800,

600) throughout. When the left shift key is pressed, the guardian will

fire a projectile at the nearest enemy to its location. The nearest enemy

is found by finding the enemy with the closest distance calculated once

again using the centre of the respective images.

11

SWEN20003 Object Oriented Software Development Project 2, 2023

Projectile

Figure 14: arrow.png

A projectile gets created by the guardian when attacking an enemy and is

rendered using the image on the right. A projectile moves at a speed of

6 pixels per frame in the direction of the enemy target which is set at

creation. Its image should be rotated in the direction of the enemy.

For example, if the guardian is at the coordinate (3,3) and the enemy is at the coordinate (13,8),

the projectile should be fired with its image rotated by 0.464 radians. The diagram below

illustrates how this can be calculated (note that the positions given are for explanation and may

not reflect in-game positions).

Figure 15: Projectile Explanation

If the projectile collides with the enemy, the enemy will disappear from the screen. Collisions

are detected as follows: if the distance between the centre-coordinates of the enemy image and

the centre-coordinates of the projectile image is <= 62, this is considered as a collision. If the

projectile reaches the edges of the window without colliding with an enemy, the projectile needs to

stop being updated (rendered).

Hint: To deal with velocities, you many find it useful to use the Vector2 class in Java. To rotate an

Image in Bagel, you can include a DrawOptions parameter in the draw() method. A DrawOptions

instance allows you to specify detailed options for drawing images, and has a setRotation() method

for setting the rotation value, measured in radians. You may need to use one of the trigonometric

functions from Java’s inbuilt Math class to calculate this value. Feel free to round up the value you

calculate as needed, as long as the image’s final rotation looks correct.

Sound

Note that this section is optional and you will not be assessed on this.

If you want to add sound, you may use the same music demo from Project 1. Two new tracks

12

SWEN20003 Object Oriented Software Development Project 2, 2023

(track2.wav and track3.wav) have been provided in the res folder for you to use with Level 2

and 3.

Your Code

You must submit a class called ShadowDance that contains a main method that runs the game as

prescribed above. You may choose to create as many additional classes as you see fit, keeping in

mind the principles of object oriented design discussed so far in the subject. You will be assessed

based on your code running correctly, as well as the effective use of Java concepts. As always in

software engineering, appropriate comments and variables/method/class names are important.

Implementation Checklist

To get you started, here is a checklist of the game features, with a suggested order for implementing

them (in addition to the features in Project 1):

• Implement the new level start screen.

• Implement the Level end screen.

• Read the Level 2 CSV file.

• Implement the special lane and special notes’ behaviour/logic.

• Implement Level 2.

• Read the Level 3 CSV file.

• Implement the enemy, guardian and projectile behaviour/logic.

• Implement Level 3.

Supplied Package and Getting Started

You will be given a package called project-2-skeleton.zip that contains the following: (1)

Skeleton code for the ShadowDance class to help you get started, stored in the src folder. (2) All

graphics and fonts that you need to build the game, stored in the res folder. (3). The pom.xml

file required for Maven. You should use this template exactly how you did for Project 1, that is:

1. Unzip it.

2. Move the content of the unzipped folder to the local copy of your [username]-project-2]

repository.

3. Push to Gitlab.

4. Check that your push to Gitlab was successful and to the correct place.

13

SWEN20003 Object Oriented Software Development Project 2, 2023

5. Launch the template from IntelliJ and begin coding.

6. Commit and push your code regularly.

Customisation (optional)

We want to encourage creativity with this project. We have tried to outline every aspect of the

game design here, but if you wish, you may customise any part of the game, including the graphics,

types of actors, behaviour of actors, etc (for example, an easy extension could be to introduce a

new level with different entities). You can also add entirely new features. For your customisation,

you may use additional libraries (other than Bagel and the Java standard library).

However, to be eligible for full marks, you must implement all of the features in the above implementation checklist. Please submit the version without your customisation to [username]-project-2

repository, and save your customised version locally or push it to a new branch on your Project 2

repository.

For those of you with far too much time on your hands, we will hold a competition for the best game

extension or modification, judged by the lecturers and tutors. The winning three will have their

games shown at the final lecture, and there will be a prize for our favourite. Past modifications

have included drastically increasing the scope of the game, adding jokes and adding polish to the

game, and even introducing networked gameplay.

If you would like to enter the competition, please email the head tutor, Tharun Dharmawickrema

at dharmawickre@unimelb.edu.au with your username, a short description of the modifications

you came up with and your game (either a link to the other branch of your repository or a .zip file).

You can email Tharun with your completed customised game anytime before Week 12. Note that

customisation does not add bonus marks to your project, this is completely for fun. We can’t wait

to see what you come up with!

Submission and Marking

Project 2A

Please submit a .pdf file of your UML diagram for Project 2A via the Project 2A tab in the

Assignments section on Canvas.

Project 2B - Technical requirements

• The program must be written in the Java programming language.

• Comments and class names must be in English only.

• The program must not depend upon any libraries other than the Java standard library and

the Bagel library (as well as Bagel’s dependencies).

• The program must compile fully without errors.

14

SWEN20003 Object Oriented Software Development Project 2, 2023

• For full marks, every public attribute, method and class must have a short, descriptive

Javadoc comment (which will be covered later in the semester).

Submission will take place through GitLab. You are to submit to your <username>-project-2

repository. At the bare minimum you are expected to follow the structure below. You can create

more files/directories in your repository if you want.

username -project-2

res

resources used for project 2

src

ShadowDance.java

other Java files

On 13th October 2023 at 4:30pm, your latest commit will automatically be harvested from GitLab.

Commits

You are free to push to your repository post-deadline, but only the latest commit on or before 13th

October 2023 4:30pm will be marked. You must make at least 5 commits throughout the development of the project, and they must have meaningful messages (commit messages must match the

code in the commit). If commits are anomalous (e.g. commit message does not match the code,

commits with a large amount of code within two commits which are not far apart in time) you risk

penalization.

Examples of good, meaningful commit messages:

• implemented movement logic

• fix the projectile’s collision behaviour

• refactored code for cleaner design

Examples of bad, unhelpful commit messages:

• fesjakhbdjl

• yeah easy finished the bomb note

• fixed thingzZZZ

Good Coding Style

Good coding style is a contentious issue; however, we will be marking your code based on the

following criteria:

• You should not go back and comment your code after the fact. You should be commenting

as you go. (Yes, we can tell.)

15

SWEN20003 Object Oriented Software Development Project 2, 2023

• You should be taking care to ensure proper use of visibility modifiers. Unless you have a

very good reason for it, all instance variables should be private. (Constants are allowed to be

public or protected).

• Any constant should be defined as a final variable. Don’t use magic numbers!

• Think about whether your code is written to be easily extensible via appropriate use of classes.

• Make sure each class makes sense as a cohesive whole. A class should have a single well-defined

purpose, and should contain all the data it needs to fulfil this purpose.

Extensions and late submissions

If you need an extension for the project, please complete Extension form in the Projects module

on Canvas. Make sure you explain your situation with some supporting documentation such as a

medical certificate, academic adjustment plan, wedding invitation, etc. You will receive an email

saying if the extension was approved or if we need more information.

The project is due at 4:30pm sharp on Wednesday 20th September 2023 (Project 2A) and on

Friday 13th October 2023 (Project 2B). Any submissions received past this time (from 4:30pm

onwards) will be considered late unless an extension has been granted. There will be no exceptions.

There is a penalty of 1 mark for a late project, plus an additional 1 mark per 24 hours. If you

submit late (either with or without an extension), please complete the Late form in the Projects

module on Canvas. For both forms, you need to be logged in using your university account.

Please do not email any of the teaching team regarding extensions or late submissions (as you will

be redirected to the online forms).

Marks

Project 2 is worth 20 marks out of the total 100 for the subject. You are not required to use any

particular features of Java. For example, you may decide not to use any interfaces or generic classes.

You will be marked based on the effective and appropriate use of the various object-oriented

principles and tools you have learnt throughout the subject.

• Project 2A is worth 8 marks.

– Correct UML notation for methods: 2 marks

– Correct UML notation for attributes: 2 marks

– Correct UML notation for associations: 2 marks

– Good breakdown into classes: 1 mark

– Appropriate use of inheritance, interfaces and abstract classes/methods: 1 mark

• Project 2B (feature implementation) is worth 8 marks.

– Correct implementation of start screen and level selection: 0.5 marks

– Correct implementation of lanes and special lanes: 0.5 marks

16

SWEN20003 Object Oriented Software Development Project 2, 2023

– Correct implementation of notes and hold notes: 0.5 marks

– Correct implementation of each special note’s behaviour (including images, movement

and effects): 4 marks

– Correct implementation of enemy’s behaviour: 1 mark

– Correct implementation of guardian and projectiles: 1 mark

– Correct implementation of end screen: 0.5 marks

• Coding Style is worth 4 marks.

– Delegation: breaking the code down into appropriate classes: 0.5 marks

– Use of methods: avoiding repeated code and overly complex methods: 0.5 marks

– Cohesion: classes are complete units that contain all their data: 0.5 marks

– Coupling: interactions between classes are not overly complex: 0.5 marks

– General code style: visibility modifiers, magic numbers, commenting etc.: 1 mark

– Use of Javadoc documentation: 1 mark

17


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