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CSC81002 - Fundamentals of Programming Assignment - Southern Cross University, Australia

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.

Description - The main character of the game is a shepherd whose destiny has brought him to the great fort of Harrenhalwhere he seeks to find the secret of the alchemist which is buried in this fort for years. The shepherd knows nothing about what he may find inside the fort and what kind of danger waits for him inside. The objective of the game is to guide the shepherd into the fort and collect important pieces of the secret scroll which will provide him with the secret information. The shepherd then must find some other way out of the fort for he is trapped inside now. The shepherd on entering the fort finds that it contains three floors with different rooms on each floor. These rooms might contain pieces of the secret scroll or some other useful items. The shepherd must browse through all the levels of the fort and find where the other exit is.

Setting

  • There are a total of six kinds of moves for the player to control the shepherd. The commands can be used to move the shepherd around the fort. The four directions East, West, North & South can be used to move in the particular direction. Two directions which are down & up must be used to command the shepherd to go to the upper or lower floors of the fort.
  • All the rooms inside the fort do not necessarily contain exits in all the direction. The player will be moved to another room only if the room in which the player currently is has an exit in that direction.
  • The fort contains three floors and each floor has some rooms with items in some of them.
  • The shepherd starts at the entrance doors and the ground floor has a great hall, meeting room and revenue office.
  • The lower floor contains the prison, the storage house and the temple.
  • The higher floor has the room of the king, the mid-corridors and the weaponry.
  • All the floors have staircases named as stairway-ground, stairway-low and stairway-high.

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Items

  • The complete game map i.e. of the fort has items spread inside some of the rooms. These items can be picked or dropped.
  • Some of the items in the fort are necessary for the shepherd to find and add to his bag before making the final exit from the fort.
  • An essential item to be found and carried is the scroll page which can be found in the meeting room.
  • An essential item to be found and carried is the scroll page which can be found in the temple.
  • Gold can be found in the weaponry on the higher floor.
  • Elixir can be found in the king's room and is an essential item to be carried.

Winning scenario - The shepherd needs to find the secret of the alchemist for which he needs to find the scroll pages of an ancient text hidden inside the fort. Along with the scroll pages, he needs to find the elixir and finally find an alternative exit from the fort. It is necessary for the player to carry the important in-game items before making the exit from the alternative route & win the game.

Written Exercise 2 - Draw a map for your game scenario. You must: Label the rooms, Label the exits (connections between rooms) and Specify the locations of the items.

figure.jpg

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.

Class Room

Instance variables

  • Add instance variables of type Room for the up exit
  • Add 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

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Class Game

Instance variables

  • No changes needed

createRooms method

  • Declare the rooms in the pyramid as variables of type Room.
  • Add objects of type room with the description of the room.
  • Initialize the room exits by calling setExit method for each room object and specifying the neighbour and the direction of neighbour.
  • Place items inside the rooms by calling the setItem method for the rooms where the objects are to be placed. The arguments for the setItem method will be the object name and the object description.
  • Set the current room of the player to entrance corridor.

play method

  • Add a message to be printed upon exit of the player from the game.

printWelcome method

  • Add messages to be displayed at the beginning of the game.

processCommand method

  • Add else if condition for dropping an item.
  • Add else if condition for looking item.
  • Add else if condition for taking an item.

printHelp method

  • Add a message to guide the player about the use of in-game commands.

goRoom method

  • No change

quit method

  • Add conditions to check if the explorer has the important items in his inventory.
  • Add a message to be printed if the explorer does not have the important items.
  • Add a message to be printed if the player wishes to exit from a room which does not contain the final exit.

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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.

The methods goRoom and printWelcome contain duplicate code and print a description of the current room and a list of the exits& this leads to code redundancy which is not a good programming practice as it increases the lines of code in our program which ultimately increases the work for the compiler and affects the runtime. It might not affect the overall runtime for this program but in a case where a large program is being built with multiple lines of code, this might impact the program quality highly. Instead of the redundant code, another method can be created which prints the room description and lists the exists and this method can then be called inside goRoom and printWelcome methods.

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.

The same code that we wrote for getRoomExitsAndDescription is contained in the game class and this leads to code redundancy. This is not a good programming practice. As we already defined the function, we can use the same method in other classes with an object of that class which will promote code reusability.

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. 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.

Class Room

Instance variables

  • Add instance variables of type Room for the up exit
  • Add 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

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Class Game

Instance variables

  • No changes needed

createRooms method

  • Declare the rooms in the pyramid as variables of type Room.
  • Add objects of type room with the description of the room.
  • Initialize the room exits by calling setExit method for each room object and specifying the neighbour and the direction of neighbour.
  • Place items inside the rooms by calling the setItem method for the rooms where the objects are to be placed. The arguments for setItem method will be the object name and the object description.
  • Set the current room of the player to entrance corridor.

play method

  • Add a message to be printed upon exit of the player from the game.

printWelcome method

  • Add messages to be displayed at the beginning of the game.

processCommand method

  • Add else if condition for dropping an item.
  • Add else if condition for looking item.
  • Add else if condition for taking an item.

printHelp method

  • Add a message to guide the player about the use of in-game commands.

goRoom method

  • No change

quit method

  • Add conditions to check if the explorer has the important items in his inventory.
  • Add a message to be printed if the explorer does not have the important items.
  • Add a message to be printed if the player wishes to exit from a room which does not contain the final exit.

Written Exercise 7 - Answer the following question. Has the design improved? You must explain why or why not.

The layout of the project has been enhanced with fresh modifications. The so-called game and room class in the Zuul-bad project were closely combined, which led to a large degree of reliance on each other. If adjustments had to be taken to the room class, it was also compulsory to create adjustments to game class. The room class after the changes consists of the whole logic for the rooms as well as the game class & the room class are now very loosely coupled as well as very less dependent.

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