EECE 1080C / Programming for ECE


EECE 1080C / Programming for ECE
Summer 2019
Laboratory 7/8: Project 1
Plagiarism will not be tolerated:
all students who share files will receive a 100% penalty on this assignment
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 become demonstrate OOP programming in the construction of a multi-level in game.
The main goals of this laboratory are as follows:
o Work in groups of 4 to develop an interactive RPG-dungeon game.
o Demonstrate all aspects of C++ language, including:
the use of structures and classes
the use of for loops, while loops, if statements, and input/output commands
Collaboration:
You are expected to work with a group of 4 students on this project.
You can help each other learn by reviewing assignment materials, describing to each other how you

EECE 1080C作业代做、Programming课程作业代做、代写C++程序语言作业、代写c/c++实验作业
are approaching the problem, and helping each other with syntax errors
Please document any help you receive from tutors, teaching assistants, and instructors.
Your solution is expected to be unique and of your own creation
Having someone else code for you, sharing code with other students, or copy-pasting code from the
internet or previous terms is cheating.
Highlights:
Please consider the following:
o Review structures.
o Review classes.
o Avoid using magic numbers in these functions. Use constants when appropriate.
o Add a main comment section at the beginning of each program you submit, specifying your
name in Pinyin, the date it was last updated and a brief description of what it does.
o Read problem statements carefully in order to fulfill all instructed requirements.
o Remember to validate inputs accordingly. It is also a good programming practice.
o Run your program for all probable outcomes to confirm its functionality. If possible, have other
people test your code. This can help identify and troubleshoot problems.
o Comment important sections of your code to easily recognize your logic and approach to solving
the tasks.
To receive full credit for this laboratory please sign the attendance sheet.
Please access the laboratory assignment via the canopy/blackboard link. The descriptions for each
problem are contained within this document.
Each part should be worked on separately. You will need a separate project for each part of this
assignment when working within your IDE.
Submit your files on Blackboard using the assignment dropbox.
Rubric: 100 points
Background (Story) 5
How-to-Play Instructions 5
Fulfill minimum coding requirements 60
Enhanced game play features 15
Playability (program compiles and works) 15
Interactive RPG-dungeon game:
General Tips
1. Choose your group members:
o make sure that you have submitted the group list under the Wk 16 Laboratory Section on
Blackboard
2. Take time to discuss the features that you want to build into the game
o You will be building your code using classes and structures, putting each piece in header files
o Decide who will design each piece, then bring the pieces together in the main code.
3. You will have lab time on Friday, 14 Jun and Sunday 16 Jun to complete to work on the project
o Additionally, you will have one more week, outside of class, to complete the project
o Project is due on Tuesday, 25 June!
4. The C++ source code should meet or exceed the following requirements
o Use C++ best practices when possible
Use meaningful variable and function names
Maximize the use of functions and class/struct data types
Do not use any global variables (with the exception of constants)
main() should be the bare minimal necessary to accomplish the project – most of the
gameplay should be completed through external and class/struct functions
o Follow all coding style and comment guidelines
o Maximize code reusability
o Test program frequently to eliminate errors and warnings
o Include a complete “Programmer Header”
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\
Project Title: Save the Tesla
Background: You trying to save a Tesla from being launched into
Space by Elon Musk. You have made it into the facility. Avoid
being caught by the security guards, find the Tesla and escape.
How-to-play: use WASD to move Mr. Ant around the room. Collect
power-ups, the evil minion's along the way, and find the exit
to advance to the next level (0 - 9).
Developers:
Name 1 - CQU Number
Name 2 - CQU Number
Name 3 - CQU Number
Name 4 - CQU Number
Special Instructions: (optional)
Include special instructions to compile and run
Developer comments:
Name 1:
Describe what tasks you performed and what your learned
from your experience
Name 2:
Describe what tasks you performed and what your learned
from your experience
Name 3:
Describe what tasks you performed and what your learned
from your experience
Name 4:
Describe what tasks you performed and what your learned
from your experience
\* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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
o Playing field may increase in size with each level
You will progress the player through 10 levels of game play (0 – 9)
For each level:
Characters starts in a random place in a room
Player should be able to enter
o w – to go up
o a – to go left
o s – to go down
o d – to go right
o q – to quit
Handle the option to move outside the playing field
The player’s goal is to get the character to the winning location
o Player will fight bad guys and collect power-ups along the way.
Playing field class: should be randomly filled with bad guys, power-ups, and the winning location. I
suggest using the following table for population
Level char 0 1 2 3 4 5 6 7 8 9
# of Winning space W 1 1 1 1 1 1 1 1 1 1
# of Map Reveal space M 0 1 1 1 1 1 1 1 1 1
# of Atk-Up space A 0 1 2 3 4 5 6 7 8 9
# of Def-Up space D 0 1 2 3 4 5 6 7 8 9
# of bad-guy space 1,2,3,4,5 0 5 10 15 20 25 30 35 40 45
Board Size *, X, 0 10x10 10x10 10x10 10x10 10x10 10x10 10x10 10x10 10x10 10x10
o Legend: 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
o Hint: store two 2D vectors. The first will have the map with just * and X. The second will
show all the other characters.
o The playing field should keep the character space private and use class functions to access
the information
o Basic 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 struct: should be selected by the player. I suggest the following basic options
Good Guy Attack HP
Good Guy (1) 1 30
Good Guy (2) 2 20
Good Guy (3) 3 10
o Character 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
o Character attack firsts, then takes damage – repeat until character defeats the bad guy.
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.
Level 0 1 2 3 4 5 6 7 8 9
Bad Guy (0) 0 100 95 85 70 50 30 10 0 0
Bad Guy (1) 0 0 5 10 15 20 25 30 25 20
Bad Guy (2) 0 0 0 5 10 15 20 25 30 25
Bad Guy (3) 0 0 0 0 5 10 15 20 25 30
Bad Guy (4) 0 0 0 0 0 5 10 15 20 25
Bad Guys would be a struct used inside of the playing field class and will have 5 elements
Bad Guy Attack Power HP
Bad Guy (0) 1 1
Bad Guy (1) 2 2
Bad Guy (2) 3 3
Bad Guy (3) 4 4
Bad Guy (4) 5 5

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