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日期:2019-08-31 11:00

CAB202 Assignment 1, Semester 2 2019

Assessment Weight: 30%

Context

You are tasked with bringing to life the classic characters of Tom and Jerry in a terminal based

game. Tom is a cat with the simple agenda of catching the mouse, Jerry, running rampant in his

house. Tom runs around the room Jerry is in, dropping mousetraps periodically, and constantly

changing his direction to move toward Jerry. Jerry just wants cheese, and is faster than Tom, but

after he has consumed enough cheese, and taken the chase to the second room of the day, he likes to

have a bit of fun by introducing some weapons of his own to direct at Tom.

Level 1 Specifications

Task 1 - File IO, String Parsing and General Game Initialisation (6 Marks)

a) File IO: Initialisation from Input Maps

The game should expect a text file as a command line parameter. The general format of this

text file is given in the appendix. You must be able to parse text files of any length, with any

number of walls, traps and treasure encoded. You may assume the file will only ever contain

one set of coordinates each for Tom and Jerry.

Please note: The coordinates given in the text file are all relative to the screen size. You will

need to convert these coordinates to screen coordinates when parsing the text file. Your

game needs to adapt to the current terminal size, which could be any size greater than

80x24 (80 columns, 24 rows).

b) Other Game Setup: Status Bar

A status bar should be drawn across the top 3 rows of the screen, the first row (screen row 0)

should display in order;

i. Your student number

ii. The current game score (initially 0),

iii. The current lives of the active player (initially 5),

iv. The active player (‘J’ for Jerry, ‘T’ for Tom, Default: ‘J’),

v. The time elapsed since game start in minutes and seconds format MM:SS (initially

00:00).

The third row (screen row 2), should display in order;

vi. The number of cheese currently on the screen (initially 0),

vii. The number of mousetraps currently on the screen (initially 0),

viii. The number of weapons currently on the screen (initially 0, see level 2 for details).

Task 2 – Tom and Jerry Movement (5 Marks)

a) Jerry: User Controlled Movement

By default, the user should be able to control Jerry using the ‘w’, ‘a’, ‘s’, ‘d’ keys for up,

left, down and right movement respectively. Jerry should move one pixel for each keypress,

in the corresponding direction. Players should not be able to cross the status bar (the top 3

rows of the screen).

b) Pause Mode

The game should be able to be paused by pressing the ‘p’ key. In pause mode, all automatic

game dynamics should be frozen including the timer, but the user should still be able to

move the player, collect treasure and lose lives. The game should NOT start in pause

mode.

c) Tom: Automatic Movement

Tom aims to find and catch Jerry, while dropping mouse traps randomly throughout his

journey. Tom changes speed and direction randomly whenever he collides with a wall.

Marks will be also be awarded for this criterion if advanced movement is correctly

implemented as specified in 5b(ii). Players should never cross the status bar (the top 3 rows

of the screen).

d) Basic Collision Detection

Tom and Jerry can’t walk through walls, nor can they leave the bounds of the room they’re

currently in (they must be confined within the borders of the screen and visible). You must

implement collision detection such that Jerry will not move any further if the next step will

cross a wall, screen border or the status bar. Tom should also not cross walls, screen

borders, or the status bar, but he must automatically change speed and direction upon

collision with any of these game elements. Collision detection must be present between all

implemented elements of Tom, Jerry, Walls, Cheese, Traps, Weapons, Borders and the

Status Bar. Behaviours exhibited upon collision are described in the relevant subsections of

Task 3 and 4.

Task 3 – Traps and Treasure (5 Marks)

a) Cheese Appearance

After the start of gameplay, cheese should appear in random locations at 2 second intervals

until a maximum of 5 cheese are displayed on the screen. Cheese should only appear in clear

locations on the screen; there should be no overlap with existing game elements. Cheese

should never appear in the status bar (the top 3 rows of the screen).

b) Cheese Interactions

Jerry is happiest when full of cheese. He will eat any cheese he crosses, without limit, but is

happy to start exploring the next room once he has consumed 5 pieces of cheese in the

current room. Each cheese he eats adds 1 to his score. The cheese will keep appearing at 2

second intervals after Jerry is full, but the door will unlock as soon as 5 cheese have been

consumed (5 points accrued). Jerry does not enter the next room until he moves to the door,

but the door must appear in the room and remain visible once 5 points have been accrued.

Tom can collide with cheese and continue on his path without effect.

c) Mousetrap Appearance and Interactions

Tom will randomly drop mousetraps as he moves around the screen, at 3 second intervals.

He only has 5 traps, so cannot lay more than 5 in the room, but he does automatically regain

his traps once Jerry has been caught by them. See life source management (3f) for Jerry

collision details. Mousetraps should only appear in clear locations on the screen; there

should be no overlap with existing game elements. Tom can collide with mousetraps and

continue on his path without effect. Traps should never appear in the status bar (the top 3

rows of the screen).

d) Door Appearance: Advance or Win

Once Jerry has had sufficient cheese (5 pieces), a door must appear somewhere on the

screen. This door should be denoted by an ‘X’ character (capital X), and should not appear

anywhere that overlaps any current elements of the room (i.e. it must appear in a free space,

where there is no overlap with cheese, walls, characters, traps, status bar, etc.). When Jerry

collides with this door, he should advance to the next level in the second room (if level 2 has

been implemented), or he should win the game and the game over screen should appear.

Door appearance is based purely on cheese consumption, not points accrued, in the current

room.

e) Life Source Management

Jerry loses a life each time he collides with a mousetrap, and each time he is caught by Tom.

If Tom catches Jerry, in addition to losing a life, Tom and Jerry both reset to their initial

locations. All other elements of the game remain the same. If the player’s lives reach 0 at

any point during gameplay, the game over screen should appear.

f) Game Over Screen

If the player wins or loses the game, a game over screen should appear and the user should

be offered the option to either Restart or Quit. Restart must reset all game play states to the

initial state as read from the text file. Quit must return immediately to the terminal.

Level 2 Specifications

PRE-REQUISITES: A decent implementation of level 1 must be demonstrated before marks can be

achieved for level 2. You must have implemented the ability to complete level 1 and advance to level

2 through the door, as described in the level 1 specifications. You must also implement a shortcut

where the user is able to cycle through levels by pressing the ‘l’ key to qualify for level 2 marks.

Task 4 – Infinite Levels and Weaponisation (7 marks)

a) Additional Text File Argument

To implement level 2, you must pass at least one additional text file argument via command

line. This second argument will be read to initialise level 2. All further task 4 and 5

behaviours should be demonstrated in level 2 (and further levels if implemented).

b) Jerry’s Turn: Weapons

Give Jerry the ability to fire a weapon, such as a firework, by pressing the ‘f’ key. This

firework should always shoot toward Tom, and for full marks, your firework should

constantly update its angle toward Tom’s current location as he moves around. If the weapon

collides with a wall or goes off the screen before reaching Tom, the firework must disappear

and the number of weapons currently on the screen should be updated accordingly. If the

firework hits Tom, it should disappear and his location should reset to the initial position

given in the text file for the current level. The firework can pass cheese and mousetraps

without collision. Jerry gains 1 point for each firework that hits Tom. Weapons should never

cross the status bar (top 3 rows of the screen).

c) Infinite Levels

The game should accept an arbitrary number of text files as command line arguments. Each

text file provides the structure for a new level of the game. Each file should provide a

different room structure, and should be accessible as with all levels; through a door which

appears after 5 cheese have been consumed in the current level. The overall total points

should still reflect points accumulated across all levels, including points accrued through

weapons. 10 text files have been provided for you to use during testing, and you are

encouraged to create more of your own by carefully following the same structure as the

example files. To achieve full marks for this feature, you must also have implemented

correct playability with arbitrary walls.

Task 5 – Demonstrate Mastery (7 marks)

a) Arbitrary Walls

Once Tom and Jerry enter the second room of the game, we find that the walls are less

orderly. Many of them are diagonal, but both Tom and Jerry will continue to exhibit the

same behaviours with these new walls. This will involve writing an updated, creative

solution to collision detection that will work for walls of any diagonal or straight

configuration.

b) Player Enhancement and Fluidity

The user should be able to press the ‘z’ key to switch character, and players should have

enhanced abilities. The character which is not currently in play should demonstrate an

appropriate movement. This movement should be in keeping with the theme that Tom seeks

Jerry, and Jerry attempts to evade Tom while collecting cheese. This will involve;

i. Implementing an intelligent ‘evasion’ movement mode for automated Jerry to avoid

user-controlled Tom while ‘seeking’ cheese,

ii. Implementing a ‘seeking’ movement mode for automated Tom to seek usercontrolled

Jerry,

iii. Allowing manual placement of cheese to lure automated Jerry closer to usercontrolled

Tom by pressing the ‘c’ key (up to a maximum of 5 on screen at once),

iv. Allowing manual placement of mousetraps at the current location of user-controlled

Tom by pressing the ‘m’ key (up to a maximum of 5 on screen at once),

v. A lives system for Tom (initially 5 lives, decrements by 1 per firework hit),

vi. Automation of Jerry’s weapons (1 firework should fire per 5 seconds),

vii. A points system for Tom, such that he gains;

1 point each time Jerry gets caught by a mousetrap,

5 points if he catches Jerry.

viii. The ability to advance to the next room after Tom has accrued 5 points in the current

room. This should still adhere to the door specifications given in specification 3d.

c) Other Approved Extension

Through consultation with your tutor, you may also demonstrate mastery through an

approved equivalent alternative approach.

General Expectations – Penalties Up To 5 Marks Apply If Violated

A statement of completeness is required. A penalty of 2 marks will be applied if you do not

submit a statement of completeness, or include misleading or falsated statements.

Penalties up to 3 marks will be applied if the code is not implemented with an acceptable

level of comprehension and maintainability, or exhibits any general defects or undesirable

behaviour not otherwise covered in this document. This includes but is not limited to such

things as:

Errors in object motion, such as objects jumping more than one character position per

frame;

Objects moving outside their permitted area;

Failure to clear the screen appropriately between updates;

Collisions involving invisible or non-existent objects;

Disturbing or flashing display;

Sluggish response times, excessively fast response times, or other performance defects

which render the simulation difficult to operate according to specification.

? Gratuitous errors in program structure and organisation, including but not limited to:

inappropriate use of recursion; use of inappropriate data structures such as linked lists or

binary search trees; using #include to insert the contents of source files rather than

header files; uploading of multiple versions of the same source file.

General readability and maintainability errors, including but not limited to: functions

exceeding 25 executable C language instructions, where comma separated expressions

with side effects will be classified as separate executable instructions; functions which

are substantially identical to any other function; limited or no attempt to implement

suitable documentation comments; failing to adhere to professional and consistent

formatting; excessive use of global variables.

Appendix – Text File Example and Explanation

You will be provided with some example text files, but will need to be able to parse any text file of

the same general structure. There are three different characters which will be used as identifiers at

the start of each line, these being ‘W’, ‘T’, and ‘J’. These characters are indicators as to what the

remaining digits on the line are representative of, where;

‘W’ indicates the line will include the relative end point coordinates (x1, y1) and (x2,y1) for

a wall, formatted as follows;

W x1 y1 x2 y2

‘T’ indicates the line will include the relative starting coordinates (x, y) for Tom, formatted

as follows;

T x y

‘J’ indicates the line will include the relative starting coordinates (x, y) for Jerry, formatted

as follows;

J x y

All coordinates will be presented relative to the screen size, meaning they will all range from 0 to 1.

You must interpret these coordinates by multiplying by (screen_width()-1) or (screen_height()-1)

accordingly.


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