CSC72003 Assignment

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CSC72003 Assignment 2
Weight: 30% of your final mark
Due: 24 May 2019 10 pm
Specifications
Your task is to complete various exercises in BlueJ, using the Java language, and to submit these via
the MySCU link created for this purpose.
Marking criteria includes:
Use of correct coding style, including the use of comments;
Accuracy of coding;
Use of suitable coding structures;
Correct submission and naming conventions of assessment items as required.
Getting Help
This assignment is to be completed individually. It is the opportunity to gain an understanding of the
concepts of object oriented programming and coding syntax. It is important that you master these
concepts yourself. You are permitted to work from the examples in the study guide or textbook but
you must acknowledge assistance from other textbooks or classmates. In particular, you must not
use online material or help from others, as this would prevent you from mastering these concepts.
Who can you get help from? Use this diagram to determine from whom you may seek help with
your program.
Encouraged
Attribution Required
Ask tutor
Not acceptable
Lecturer Tutors Online
Forums
Relatives Students
outside unit Hired coders
Classmates Private
Tutors Other
Part I:
Set up your assignment
To set up your assignment you will need to do the following:
Create a folder called username-A2. For example, mine would be ahendr10-A2.
Copy the zuul-bad project in chapter 8 of the book projects to your username-A2
folder.
Create a word document called username-A2-documentation. For example, mine
would be ahendr10-A2- documentation. Add your full name and student id to the
footer. You will lose marks if you do not do this. Save this word document to your
username-A2 folder.
After you have set up your assignment open the zuul-bad project In BlueJ, create a new
instance of the Game class, run the play method and familiarize yourself with the game.

代做CSC72003作业、代写Java程序作业、Java编程设计作业调试
You should also:
Review the code style guide in topic 7 as this is the style you will be required to use
in your assignment.
Download chapter 6 of the text book from topic 7 on mySCU as you will need this for
the assignment.
NOTE: When you submit your assignment, you will need to zip up your username-A2
folder and upload onto mySCU
Design your game
Using the given zuul game as a starting point, you must design your own game.
Some possible game scenarios are described in Exercise 6.3 of the text. If you find it difficult
to visualize this sort of game scenario, try modelling your game on some familiar real-world
location. If you need additional inspiration, you can try playing the original Colossal Cave
Adventure game.
You must have the following in your game:
Your game scenario must have at least six (6) different rooms.
Your game scenario must have at least six (6) types of exits - north, south, east, west,
up, down and any other you require. This requirement does NOT mean that each
room must have 6 exits.
Your game scenario must include at least four (4) items that the player could find,
pick up and potentially use.
? Your game must have some way for the player to win. Most likely, this will be by
achieving some goal such as finding a particular item, surviving for some specified
number of moves... whatever makes sense for your game.
Written Exercise 1
Write a brief description of your game in your word document. You must:
Describe your game including the back story and the setting
List the items in the game
Explain how the player wins
Written Exercise 2
Draw a map for your game scenario. You must:
Label the rooms
Label the exits (connections between rooms)
Specify the locations of the items
The map can be hand-drawn. You do not need to use a drawing program but your map must
be clearly readable. This map must also be placed in the Word doc.
Part 2:
Written Exercise 3
Your game has 6 exits however the zuul-bad game only has 4 exits. Your will also have more
rooms than zuul-bad and they will have different names. Copy the following template into
your word document and replace the text for each of the methods. You must identify and
describe the changes you would need to make to the zuul-bad project to convert it into your
game. You need to consider the additional exits and rooms you have in your game. DO NOT
WRITE THE CODE…YOU WILL NOT GET ANY MARKS you must identify and describe the
changes. I have completed the Room class, so you can see what is required.
--------------------TEMPLATE START-------------------
Class Room
Instance variables
Add an instance variables of type Room for the up exit
Add an instance variables of type Room for the down exit
setExits method
Add a parameter of type Room to the setExits method for the up exit
Add a parameter of type Room to the setExits method for the down exit
? Add an if statement to the setExits method to assign the up parameter to the up
instance variable
Add an if statement to the setExits method to assign the down parameter to the
down instance variable
getDescription method
no changes needed
Class Game
Instance variables
Replace this text. Identify and describe the changes you need to make to the
instance variables to add your additional exits and rooms in point form. If no
changes are needed write no changes needed
createRooms method
Replace this text. Identify and describe the changes needed in the createRooms
method to add your additional exits and rooms in point form. If no changes are
needed write no changes needed
play method
Replace this text. Identify and describe the changes needed in the play method to
add your additional exits and rooms in point form. If no changes are needed write
no changes needed
printWelcome method
Replace this text. Identify and describe the changes needed in the printWelcome
method to add your additional exits and rooms in point form. If no changes are
needed write no changes needed
processCommand method
Replace this text. Identify and describe the changes needed in the processCommand
method to add your additional exits and rooms in point form. If no changes are
needed write no changes needed
printHelp method
Replace this text. Identify and describe the changes needed in the printHelp method
to add your additional exits and rooms in point form. If no changes are needed write
no changes needed
goRoom method
? Replace this text. Identify and describe the changes needed in the goRoom method
to add your additional exits and rooms in point form. If no changes are needed write
no changes needed
quit method
Replace this text. Identify and describe the changes needed in the quit method to
add your additional exits and rooms in point form. If no changes are needed write
no changes needed
--------------------TEMPLATE FINISH-------------------
Part 3:
Written Exercise 4
The printWelcome method and the goRoom methods contain code duplication and both
print a description of the current room and a list of the exits. This is not a good design.
Explain why.
Programming exercise 1
Correct the problem of repeated functionality in the printWelcome and goRoom methods
by refactoring the repeated functionality out of these methods into a method of its own
called getRoomExitsAndDescription. Then call this new method in each place the
description and exits need to be displayed.
Written Exercise 5
In the previous exercise you created the getRoomExitsAndDescription method that prints a
description of the current room and a list of the exits. This code is contained in the Game
class. This is not a good design. Explain why.
Programming exercise 2
Refactor the code that generates the list of the exits into a method named
getExitString in the Room class. This method should return a String listing the exits
from the room. For example, if the room has exits to the north and west, this
method should return a String containing: "north west".
Add a method called getLongDescription to the Room class that returns a String
containing the description of the current room and a list of the exits of a room (hint:
call the getExitString method you just created
Now that each Room has a method that can print information about a Room refactor
the code in the Game class to take advantage of this functionality. i.e. anywhere the
Game class uses the getRoomExitsAndDescription method, change it to use your
getLongDescription method.
Written Exercise 6
Now that we have made some changes to our code create a template similar to the
template I provided for written exercise 3 for the Game and Room class (note that it will be
different as you now have new methods and have refactored code into different classes).
Then identify and describe the changes you would need to make to the zuul-bad project to
convert it into your game, just like you did in written exercise 3. You need to consider the
additional exits and rooms you have in your game. DO NOT WRITE THE CODE…YOU WILL
NOT GET ANY MARKS you must identify and describe the changes.
Written Exercise 7
Answer the following question. Has the design improved? You must explain why or why not.
Programming exercise 3
Update the comments at the beginning of the Game class, the Room class and the
message displayed by the printWelcome method so that they describe your game.
Update the Game and Room class so that it creates the rooms and exits that you
invented for your game. You do not need to add any items to your game yet. You will
add items later.
Part 4
Programming exercise 4
Even with the improvements we have made to our code there are a lot of places that need
to be changed to add a new exit. It would be better if it were possible for an exit to have any
arbitrary name and that when given the name of an exit we could find the associated Room
that lies beyond. This should sound like a good job for a HashMap where the name of an
exit is the key and the Room lying beyond the exit is the value. Improve the design of the
Room class by refactoring it so that it uses a HashMap to store the exits instead of an
individual field for each exit.
Play the game to check that it still works.
Part 5
Programming exercise 5
Your game scenario requires that there be items positioned throughout the world that the
player can pick up and possibly use. An item sounds like something that should be
represented by an object! So create an Item class to represent the items in your game. You
will need to decide what fields your Item class needs to have, what parameters the
constructor will require and what methods the class will have. At a minimum, items will
have a name and a description. However, items may have any other attributes that make
sense for your game (e.g. weight, colour, value, destructive power ..)
Programming exercise 6
Now that there is a class for representing Items we need a way to allow the rooms to
contain an item. Modify the Room class so that one item can be added to or removed from
the room. You will need to think about what fields and methods to add to the Room class.
Also think about what the methods that you add should do when an attempt is made to add
an item to a room that already contains an item, or an attempt is made to remove an item
from a room that does not contain an item.
Programming exercise 7
Now that a room can contain an item, when the player enters a room he/she should be told
about the item in that room (if there is one). Modify the appropriate code so that if the
player enters a room containing an item, the name and description of the item are displayed
along with the description of the room and the list of exits.
Programming exercise 8
Edit the code in the Game class so that the items for your game are created and added to
the appropriate rooms at the start of the game. Recall that your game must include at least
four items. Be sure to test any methods that you add or modify.
Play the game to ensure that your items are appearing in the rooms.
Part 6
Now that rooms can contain items and a player will know when they enter a room with an
item, it would be nice if the player could pick up and carry items. Add functionality to the
Player class that will allow the player to pick up and drop items. The player should be able to
carry any number (i.e. a collection) of items.
Programming exercise 9
Modify the Game class so that it will recognize the command take. When the user enters
the "take" command, the item in the current room, if there is one, should be added to the
items that the player is carrying and a message should be printed indicating that the player
has taken the item. If there is no item in the current room the take command should print
an error message. Be sure to test any methods that you add or modify. (Hint: Remember
that one task of the Game constructor is to "teach" the CommandReader what words are
valid commands. Thus, you will need to make a change in Game‘s constructor if you want to
introduce a new command.)
Play the game to be sure the take command works!
Programming exercise 10
Modify the Game class so that it will recognize the command inventory. When the user
types "inventory" the game prints the names of the items that the player is currently
carrying. You should think carefully about where the list of item names should be generated.
(Consider the fact that the player is carrying the items and think about how the list of exits
for a room is generated and displayed.)
Play the game to be sure the inventory command works!
Programming exercise 11
Add support to the game for a drop command so that the player can drop an item by name
(e.g. "drop book"). The dropped item should appear in the current room. If the current room
already contains an item, the drop command should print an error message indicating that
the room is full and the player should continue to carry the item.
Play the game to be sure the drop command works!
Programming exercise 12
Notice that when you use the help command take, inventory and drop do not appear as
command words. Modify the printHelp method of the Game class so that it automatically
displays any new command words that are added to the game. Do not hard code the words
in the printHelp method. Hint: you should modify the CommandWords class to do this.
Play the game to be sure the modified help command works - celebrate!
THIS IS END OF THE REQUIRED PART OF THE ASSIGNMENT. Below are bonus
enhancements:
If you completed all of the above parts, you may complete any or all of the following
exercises for extra credit. The excercises can be found in the provided text book chapter
from topic 7 on mySCU
PLEASE NOTE YOU MUST:
Explicitly state which of these bonus problems you have done in your word
document or they will not be marked.
Provide the code you have written for these bonus exercises in your word
document or they will not be marked.
Problems worth at most 2 extra points:
Exercise 6.41 in the text.
Exercise 6.42 in the text.
Problems worth at most 4 extra points:
Exercise 6.23 in the text.
Exercise 6.43 in the text.
? Exercise 6.44 in the text.
Exercise 6.45 in the text.
Allow each room to contain a collection of items (rather than just one).
Modify the game so that only a list of the names of the items in a room are displayed
when the player enters. Then add a look command that allows the player to look at
an item in the current room by name. For example, if the player types look book and
there is an item named "book" in the current room, your game should display the
description of that item. If there is no such item, your game should display an error
message. If the player enters the look command with no second word, it should
display the entire description of the room, its exits and the names of any items
again.
Problems worth at most 6 extra points:
Exercise 6.26 in the text.
Exercise 6.47 in the text.
Modify your game to allow the player to win (as you described in your game
scenario).
Problems worth at most 8 extra points:
Do Exercise 6.48 in the text. Note that you must do Exercise 6.47 before doing this
one. Hints:
You can add the following method to the Room class to randomly choose an exit for the
character when it moves. Note that exits is the field (of type HashMap) that contains the
exits for the room - if you used a different field name, use that name instead.
/**
* choose a potential exit at random
*/
public String randomExit() {
Object [] dirs = exits.keySet().toArray();
int index = (int) (Math.random() * dirs.length);
return (String) dirs[index];
}
Your test cases for character movement do not need to check the location of the character
after moving (because characters may move randomly).

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