CS 162 Final Project

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Description

5/5 - (3 votes)

Goals

Design a program to satisfy provided requirements
Use good OOP style including inheritance, polymorphism, and pointers
You will design and implement a text-based game or puzzle where the player moves
through a series of rooms or compartments. They will need to gather items to achieve
some purpose. The details are left to you!
Specific requirements. You will create a series of rooms or compartments or spaces
for the player to move through. For simplicity I will call them spaces, as they do not
need to be a physical compartment. Each space will be a class with (at least) four pointer
variables that link to other spaces. Even if your structure is linear, such as a train, you
will still have four pointer variables in the class. Be creative and try to use them all! You
might consider secret passages or “stepping” outside the train? The space will also have
appropriate data members. You must have at least 5 spaces of at least 3 different types.
NOTE: The requirement for four pointers in each room/compartment is to simplify
coding. If you need more pointers for your theme, feel free to add more.
You will have a space abstract class that will have a special pure virtual function. Each
type of space will have a special action. It could be the controls in the engine, or to
control access to one of the doors (pointers), or it could simply turn on the lights.
You will have at least 3 derived classes for different types of spaces. To continue with
the train theme you could have a passenger car, or baggage car. Or one space could have
controls such as the engine.
You must have a goal for the player. Maybe it is to solve a crime (like Clue?). Maybe the
aliens have invaded your spaceship and normal weapons do not work but broccoli causes
them to leave! J Based on your theme the player must discover the solution. You may
have a random goal. One time broccoli works, next time it is a pillow.
You must have some way to keep track of which space the player is in. The player will
have a container (backpack, knitting bag, or notebook) to carry “items”. The container
must have some limit. One or more of these items will be required as part of the solution,
such as a “key” to open the locked door.
You will change the structure of your spaces. Specifically you will add at least one space
and you will remove at least one space. They do not need to be the same space. To
continue with the train theme say you initially have:
baggage, passenger, passenger, club, Pullman (old fashioned sleeper)
Later on, when the player goes through the train it is:
baggage, passenger, passenger, club, observation
or:
baggage, passenger, passenger, observation, Pullman
The goal may be a puzzle with clues in each space. It does not need to be a physical
possession. It should not require free-form input. It is frustrating if you did not spell
something correctly. You should have a time limit to urge the player on. This does not
mean a literal clock, just some way to prevent the ‘game’ from going on indefinitely.
The player must interact with parts of the structure, and not just simply collect things.
This can be throwing something at the monster, operating a light switch (or other
control), opening doors, or singing to get the baby back to sleep.
Up to you. You must develop a theme for your game. Make it interesting, if not fun.
BTW, notice the graders get a “best in show” award of extra credit so make it interesting
and/or challenging!
To encourage you to make it interesting you can email your theme to the instructor by
midnight Sunday of Week 9. I will post them, stripped of any names, and the class can
vote on which one they find the most creative, best or whatever criteria you want to use.
The TAs will get to vote too. The winner will get some extra credit! J
What to submit in your zipfile.
• Your makefile
• Source and header file for each of your classes
• Source and header file for your program code
• Your reflections document
To make it easy on your grader please provide an additional menu option. It should
reveal the goal to the ‘player’. If the grader does not know the goal they cannot tell if the
program is working correctly. This information does not need to be elaborate.
Something like, “the broccoli causes the aliens to leave”, or “the murder was done by
Mrs. Duck, club car, fishing pole.” HINT: Always be kind to your grader! J
SUGGESTION- As always, use incremental development. The exact sequence may
depend upon your theme. At a minimum you will need to move in the structure. Get that
working and then flesh out the details. The player must be able to pick up a carry items,
to the limit you impose. Do the design first! If you try to plan out your theme as you
write code you will make it much more difficult.
Grading:
• programming style and documentation (10%)
• create the basic structure of 5 spaces of at least 3 different types- this includes
how creative you were with the linked structure (15%) (5%)
• all links work as intended (10%)
• correctly add a node/space during runtime (5%)
• correctly delete a node/space during runtime (5%)
• prompt the user to start the game and execute all commands as intended (5%)
• properly implement some sequence of actions required for the player to exit (other
than just moving through the spaces) (10%)
• correctly implement a time limit (5%)
• correctly implement and use the special function (10%)
• reflections document to include the design description, test plan, test results, and
comments about how you resolved problems during the assignment (20%)
• “best in show” (+5%)
the graders will have the option of giving 5 points extra credit to one student
they find had the most creative theme, interesting situation, or whatever
criteria they want to use. If they feel no one they graded is worthy then they
are not required to award it.
If you do not submit all files in a zip file your project will NOT be graded.
If you do not have each class in a separate source and header file your project will
NOT be graded.
If your program has a segmentation fault you will lose 20 points.