<em id="rw4ev"></em>

      <tr id="rw4ev"></tr>

      <nav id="rw4ev"></nav>
      <strike id="rw4ev"><pre id="rw4ev"></pre></strike>
      合肥生活安徽新聞合肥交通合肥房產生活服務合肥教育合肥招聘合肥旅游文化藝術合肥美食合肥地圖合肥社保合肥醫院企業服務合肥法律

      代做SWEN20003、代寫C/C++,python編程語

      時間:2024-04-07  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



      SWEN20003 Object Oriented Software Development Project 1, 2024
      The University of Melbourne
      School of Computing and Information Systems
      SWEN20003 Object Oriented Software Development
      Project 1, Semester 1, 2024
      Released: Monday, 25th March 2024 at 11:30pm AEST
      Initial Submission Due: Thursday, 28th March 2024 at 11:30pm AEST
      Project Due: Wednesday, 17th April 2024 at 11:30pm AEDT
      Please read the complete specification before starting on the project, because there
      are important instructions through to the end!
      Overview
      Welcome to the first project for SWEN20003, Semester 1, 2024. Across Project 1 and 2, you
      will design and create an arcade game in Java called ShadowMario (an adaptation of the original
      **’s arcade game Super Mario Bros). In this project, you will create the first level of the full
      game that you will complete in Project 2B. 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 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.
      The purpose of this project is to:
      • Give you experience working with an object-oriented programming language (Java),
      • Introduce simple game programming concepts (2D graphics, input, simple calculations)
      • Give you experience working with a simple external library (Bagel)
      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.
      You must make at least 5 commits (excluding the Initial Submission commit) throughout the
      development of the project, and they must have meaningful messages. This is also explained in
      more detail at the end of the specification.
      1
      SWEN20003 Object Oriented Software Development Project 1, 2024
      Game Overview
      “The aim is simple - move the player to jump over the enemies and collect the coins. Can you
      reach the end flag to complete the level?
      The game consists of three levels - Project 1 will only feature the first level. The player has
      to press the arrow keys to move left, right or jump. The player can collect coins by colliding with
      them - collecting one coin, increases the score by one. The player can avoid the stationary enemies
      by jumping over them (the enemies will be moving in Project 2!). If the player collides with an
      enemy, they will lose health points. To win, the player needs to reach the end flag. If the player’s
      health points reduce to zero, the game ends.
      Figure 1: Completed Project 1 Screenshot
      2
      SWEN20003 Object Oriented Software Development Project 1, 2024
      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 ShadowMario is
      called. It is in this method that you are expected to update the state of the game.
      The refresh rate is 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 Game Elements
      Below is an outline of the different game elements you will need to implement.
      Window and Background
      The background (background.png) should be rendered on the screen and completely fill up your
      window throughout the game. The default window size should be 1024 * 768 pixels. The background has already been implemented for you in the skeleton package.
      Messages
      All messages should be rendered with the font provided in the res folder (FSO8BITR.ttf). If not
      otherwise specified, message coordinates should be roughly centered.
      Hint: The drawString() method in the Font class uses the given coordinates as the bottom left
      of the message. So to center the message, you will need to calculate the coordinates using the
      Window.getWidth() and Window.getHeight() methods.
      3
      SWEN20003 Object Oriented Software Development Project 1, 2024
      Game Start
      When the game is run, a title message that reads SHADOW MARIO should be rendered in the font
      provided. The bottom left corner of this message should be located at (220, 250), in size 64.
      Additionally, an instruction message consisting of 2 lines:
      PRESS SPACE TO START
      USE ARROW KEYS TO MOVE
      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 centered
      horizontally and the y-coordinate should be at 500 pixels.
      There must be adequate spacing between the 2 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).
      Properties File
      The key values of the game are listed in two properties files which are given in the skeleton package. The message coordinates, image filenames and other values are given in the app.properties
      file. The message strings are given in the message en.properties file. These files shouldn’t be
      edited (unless you need to adjust values for any frame rate issues).
      To read a value from one of these properties, a Properties object must be created. The
      getProperty method can be called on this object with the required value given as the parameter. For your reference, the skeleton package contains an example of how to read the background
      image filename, window width and window height values.
      World File
      The entities will be defined in a world file, describing the type and their position in the window.
      The world file is located at res/level1.csv. A world file is a comma-separated value (CSV) file
      with rows in one of the following formats:
      Type of entity, x-coordinate, y-coordinate
      An example of a world file:
      PLATFORM,3000,745
      PLAYER,100,687
      COIN,300,510
      ENEMY,400,695
      END_FLAG,4100,670
      The given (x, y) coordinates refer to the centre of each image and these coordinates should be
      used to draw each image. You must actually load it—copying and pasting the data, for example, is
      not allowed. Marking will be conducted on a hidden different CSV file of the same format. Note:
      4
      SWEN20003 Object Oriented Software Development Project 1, 2024
      You can assume that there are 50 lines in the CSV and that there will always be at least one of
      each for all the entities. You can also assume there are 14 enemies and 33 coins for Project 1.
      Win Conditions
      If the player reaches (collides with) the end flag, this is considered as a win. A winning message,
      that consists of 2 lines:
      CONGRATULATIONS, YOU WON!
      PRESS SPACE TO CONTINUE
      should be rendered, 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 centered horizontally and the
      y-coordinate should be at 400 pixels. If the space key is pressed, the game returns to the start
      screen and allows the player to play again.
      Lose Conditions
      If the player’s health points reduces to 0 or below, this is considered as a loss and the game ends.
      A message, that consists of 2 lines:
      GAME OVER, YOU LOST!
      PRESS SPACE TO CONTINUE
      should be rendered, 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 centered horizontally and the
      y-coordinate should be at 400 pixels.
      Once again if the space key is pressed, the game returns to the start screen and allows the player
      to play again. If the player terminates 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.
      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.
      Player
      In our game, the player can move on screen in one of three directions (left, right and up) when the
      corresponding arrow key is pressed. However, for our ease of implementation, we assume the player
      can only move vertically and remains stationary in the horizontal direction (i.e. the other entities
      will be moving in relation to the player’s arrow key pressed - this is explained in detail later ).
      5
      SWEN20003 Object Oriented Software Development Project 1, 2024
      (a) player left.png (b) player right.png
      Figure 2: The player’s images
      The player is represented by the two images shown above. Based on the direction the player is
      moving, the corresponding image should be rendered. The player will start the game facing right.
      The player’s jumping upwards motion will be considered in 3 stages, where the speed in the vertical
      direction will change:
      • Player is currently on platform & up arrow key is pressed => the vertical speed should be
      set to -20 (i.e. the y-coordinate will be decreasing by 20 pixels per frame).
      • During the player’s jumping motion => vertical speed should increase by 1 each frame.
      • Player has finished jump & has reached platform again => vertical speed should be set to 0
      and the player should not move below the platform.
      Hint: Remember that y increases in the downward direction on screen.
      Figure 3: Player’s score
      The player has an associated score. When the player collides with a
      coin, the player’s score increases by 1 (the points value of the coin). 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.
      Figure 4: Player’s health
      When a player collides with an enemy, the player’s health decreases by
      0.5 (the damage points value of the enemy). The player starts the game
      with a health value of 1. The health value is rendered in the top right
      corner of the screen in the format of "HEALTH k" where k is the current
      health, shown as integer percentage of the total health. The bottom left
      corner of this message should be located at (750, 35) and the font size should be 30.
      If the player’s health value becomes less than or equal to zero, the player moves vertically down
      off the screen and the game ends. This is done by setting the vertical speed to 2 pixels per frame.
      Enemy
      Figure 5: enemy.png
      An enemy is an entity shown by enemy.png, that can move in the horizontal direction. It has a damage points value of 0.5. When the player’s
      arrow keys are pressed, the enemy will move accordingly as described below.
      6
      SWEN20003 Object Oriented Software Development Project 1, 2024
      When the player’s right arrow key is pressed or held down, the enemy will move to the left by 5
      pixels per frame. When the player’s left arrow key is pressed or held down, the enemy will move
      to the right by the same speed. When the enemy collides with a player, it inflicts damage to the
      player’s health as described earlier. Once an enemy has inflicted damage once, it cannot inflict
      damage again even if there are further collisions.
      Collision Detection
      To detect collisions, a range is first calculated by adding the radius of the enemy image and the
      radius of the player image. Both values are given in the app.properties file. The current distance between the player and the enemy is determined by calculating the Euclidean distance
      between the two (x, y) coordinates. If the current distance is less than or equal to the range,
      this is considered as a collision.
      Coin
      Figure 6: coin.png
      A coin is an entity shown by coin.png, that can move in both horizontal
      and vertical directions. It has a points value of 1. When the player’s arrow
      keys are pressed, the coin will move as described below.
      When the player’s right arrow key is pressed or held down, the coin will
      move to the left by 5 pixels per frame. When the player’s left arrow key is pressed or held down,
      the coin will move to the right by the same speed.
      When a coin collides with a player, the player’s score increases by 1. The collision detection is determined in the same way as described above in the Enemy section. Once a collision has happened,
      a coin will move upwards and disappear off screen. This is done by setting the vertical speed to
      -10 pixels per frame.
      Platform
      Figure 7: platform.png (cropped to show on one page)
      The platform is an entity shown by platform.png, that can move in the horizontal direction.
      When the player’s arrow keys are pressed, the platform will move as described below.
      When the player’s right arrow key is pressed or held down, the platform will move to the left by
      5 pixels per frame. When the player’s left arrow key is pressed or held down, the platform will
      move to the right by the same speed, only if the platform’s current x-coordinate is less than 3000.
      7
      SWEN20003 Object Oriented Software Development Project 1, 2024
      End Flag
      Figure 8: endflag.png
      The end flag is an entity shown by endflag.png, that can move in the
      horizontal direction. When the player’s arrow keys are pressed, the flag
      will move as described below.
      When the player’s right arrow key is pressed or held down, the flag will
      move to the left by 5 pixels per frame. When the player’s left arrow
      key is pressed or held down, the flag will move to the right by the same speed.
      When the flag collides with a player, the game ends as a win for the player. The collision detection
      is checked in the same way as described in the Enemy section.
      Your Code
      You must submit a class called ShadowMario 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:
      • Draw the title and game instruction messages on screen
      • Read the world file, and draw the platform on screen
      • Draw the player, one coin, one enemy and the platform on screen
      • Implement movement logic for the 4 entities above
      • Implement image rendering and movement for all the entities in the world file
      • Implement the scoring behaviour when the player collides with a coin
      • Implement the health logic for the player
      • Implement win detection and draw winning message on screen
      • Implement lose detection and draw losing message on screen
      Supplied Package
      You will be given a package called project-**skeleton.zip that contains the following: (1)
      Skeleton code for the ShadowMario and IOUtils classes to help you get started, stored in the src
      8
      SWEN20003 Object Oriented Software Development Project 1, 2024
      folder. (2) All graphics, fonts and properties that you need to build the game, stored in the res
      folder. (3). The pom.xml file required for Maven. Here is a more detailed description:
      • res/ – The graphics and font for the game (you are not allowed to modify any of the files in
      this folder).
      – background.png: The image to represent the background.
      – coin.png: The image to represent a coin.
      – endflag.png: The image to represent the end flag.
      – enemy.png: The image to represent an enemy.
      – platform.png: The image to represent the platform.
      – player left.png: The image to represent the player facing left.
      – player right.png: The image to represent the player facing right.
      – app.properties: The properties file containing coordinates, values and file paths.
      – message en.properties: The properties file containing the message strings.
      – FSO8BITR.ttf: The font to be used throughout this game.
      – level1.csv: The world file for the first level.
      – credit.txt: The file containing credit for the font and images (you can ignore this file).
      • src/ – The skeleton code for the game.
      – ShadowMario.java: The skeleton code that contains an entry point to the game and an
      update() method that draws the background.
      – IOUtils.java: The skeleton code that has an empty method to read a CSV file and a
      completed method to read a Properties file.
      • pom.xml: File required to set up Maven dependencies.
      Submission and Marking
      Initial Submission
      To ensure you start the project with a correct set-up of your local and remote repository, you
      must complete this Initial Submission procedure on or before Thursday, 28th March 2024 at
      11:30pm.
      1. Clone the [user-name]-project-1 folder from GitLab.
      2. Download the project-**skeleton.zip package from Canvas, under Project 1.
      3. Unzip it.
      4. Move the contents of the unzipped folder to the [user-name]-project-1 folder in your
      local machine.
      9
      SWEN20003 Object Oriented Software Development Project 1, 2024
      5. Add, commit and push this change to your remote repository with the commit message
      "initial submission".
      6. Check that your push to Gitlab was successful and to the correct place.
      After completing this, you can start implementing the project by adding code to meet the requirements of this specification. Please remember to add, commit and push your code regularly with
      meaningful commit messages as you progress.
      You must complete the Initial Submission following the above instructions by the due date. Not
      doing this will incur a penalty of 3 marks for the project. It is best to do the Initial Submission before starting your project, so you can make regular commits and push to Gitlab since the
      very start. However, if you start working on your project locally before completing Initial Submission, that is fine too, just make sure you move all of the contents from your project folder to
      [user-name]-project-1 in your local machine.
      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.
      Submission will take place through GitLab. You are to submit to your <username>-project-1
      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-1
      res
      resources used for project 1
      src
      ShadowMario.java
      other Java files
      On 17th April 2024 at 11:30pm, 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
      17th April 2024 11:30pm will be marked. You must make at least 5 commits (excluding the Initial
      Submission commit) 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.
      10
      SWEN20003 Object Oriented Software Development Project 1, 2024
      Examples of good, meaningful commit messages:
      • implemented movement logic
      • fix the player’s scoring behaviour
      • refactored code for cleaner design
      Examples of bad, unhelpful commit messages:
      • fesjakhbdjl
      • yeah easy finished the logic
      • 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 try to comment
      as you go.
      • 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 (apart from constants).
      • Any constant should be defined as a final static variable (Note: for Image and Font objects,
      use only final). Constants can be public depending on usage. 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 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.
      The project is due at 11:30pm sharp. Any submissions received past this time (from 11:30pm
      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.
      11
      SWEN20003 Object Oriented Software Development Project 1, 2024
      Marks
      Project 1 is worth 10 marks out of the total 100 for the subject. Although you may see how
      inheritance can be used for future extensibility, you are not required to use inheritance in this
      project.
      • NOTE: Not completing the Initial Submission (described in the Submission and Marking
      section here) before beginning your project will result in a 3 mark penalty!
      • Features implemented correctly – 6.5 marks
      – Starting screen is implemented correctly: (0.5 marks)
      – The player images and movement are implemented correctly: (1 mark)
      – The platform image and movement is implemented correctly: (1 mark)
      – The enemy image and movement (including player collision logic) is implemented correctly: (1 mark)
      – The coin image and movement (including player collision logic) is implemented correctly:
      (1 mark)
      – The end flag image and movement is implemented correctly: (1 mark)
      – Win detection is implemented correctly with winning message rendered: (0.5 marks)
      – Loss detection is implemented correctly with game-over message: (0.5 marks)
      • Code (coding style, documentation, good object-oriented principles) – 3.5 marks
      – Delegation and Cohesion – breaking the code down into appropriate classes, each being
      a complete unit that contain all their data: (1 mark)
      – Use of Methods – avoiding repeated code and overly long/complex methods: (1 mark)
      – Code Style – visibility modifiers, consistent indentation, lack of magic numbers, commenting, etc. : (1.5 marks)請加QQ:99515681  郵箱:99515681@qq.com   WX:codinghelp



















       

      掃一掃在手機打開當前頁
    1. 上一篇:代做ELEC 292、代寫Python/c++編程設計
    2. 下一篇:SDSC4026代寫、代做Python / Matlab程序
    3. ·QBUS6820代做、Python編程語言代寫
    4. · Root finding part代做、代寫c++,Python編程語言
    5. 合肥生活資訊

      合肥圖文信息
      挖掘機濾芯提升發動機性能
      挖掘機濾芯提升發動機性能
      戴納斯帝壁掛爐全國售后服務電話24小時官網400(全國服務熱線)
      戴納斯帝壁掛爐全國售后服務電話24小時官網
      菲斯曼壁掛爐全國統一400售后維修服務電話24小時服務熱線
      菲斯曼壁掛爐全國統一400售后維修服務電話2
      美的熱水器售后服務技術咨詢電話全國24小時客服熱線
      美的熱水器售后服務技術咨詢電話全國24小時
      海信羅馬假日洗衣機亮相AWE  復古美學與現代科技完美結合
      海信羅馬假日洗衣機亮相AWE 復古美學與現代
      合肥機場巴士4號線
      合肥機場巴士4號線
      合肥機場巴士3號線
      合肥機場巴士3號線
      合肥機場巴士2號線
      合肥機場巴士2號線
    6. 幣安app官網下載 短信驗證碼 丁香花影院

      關于我們 | 打賞支持 | 廣告服務 | 聯系我們 | 網站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

      Copyright © 2024 hfw.cc Inc. All Rights Reserved. 合肥網 版權所有
      ICP備06013414號-3 公安備 42010502001045

      成人久久18免费网站入口