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讲解CSC72003-Assignment 2解析Java编程、Java程序讲解

CSC72003 Assignment 2 
Weight: 30% of your final mark 
Due: 03 February 2020 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. 
• Test your game thoroughly. 
 
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 1: 
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 nfrancis -A2. 
• Copy the zuul-better 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 nfrancis-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-better project In BlueJ, create a new 
instance of the Game class, run the play method and familiarize yourself with the game. 
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. In the 
tutorial, you can ask your tutor for advice. 
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 ten (10) different rooms. 
• Your game scenario must have at least six (6) types of exits – e.g., north, south, east, 
west, up, down and any others you require. This requirement does NOT mean that 
each room must have 6 exits. 
• Your game scenario must include at least two (2) items in each room that the player 
could find, pick up and potentially use. 
• The player can only carry maximum five (5) items in the player’s inventory. 
• 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, or exiting a particular room — anything sensible for your game. 
 
Documentation 
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 and how to use it 
• Draw a map for your game scenario. You must: 
o Label the rooms 
o Label the exits (connections between rooms) 
o Specify the locations of the items in the map 
• Explain how the player wins 
The document must include the map (e.g., screenshot, picture). 
 
Part 2: 
Programming exercise 1 
• Update the comments at the beginning of the Game class, the Room class and the 
message displayed by the printWelcome and printHelp 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. 
 
Programming exercise 2 
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 many other attributes that make 
sense for your game (e.g. weight, colour, value, destructive power ..) 
 
 
Programming exercise 3 
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 items 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 4 
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 (unless you have taken the item). 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 5 
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 
two items per room. 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 3: 
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 6 
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.) 
Programming exercise 7 
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 8 
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 9 
Implement at least two locked doors to your game. The first door/entrance door should be 
locked and for the second one, you may choose any other doors. The player needs to find 
(or otherwise obtain) a key/item to open a door. You will need to create a new “use” 
command to open the door. Hint: Reuse the take command to implement the use 
command. Adjust your winning condition if necessary. 
 
Programming exercise 10 
Modify the printHelp method of the Game class so that it also prints the status of the 
current room and make sure to include helpful messages to the players. 
 
Programming exercise 11 
Add some form of time limit to your game. If a certain task is not completed in a specified 
time, the player loses. A time limit can easily be implemented by counting the number of 
moves or the number of entered commands. It does not have to be real-time. 
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 exercises can be found in the provided textbook 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 explanation which refers to the code (class and line number) you have 
written for these bonus exercises in your word document or they will not be 
marked. 
Problems worth at most 2 extra points: 
• Add a transporter room. Whenever the player enters this room, he/she is randomly 
transported into one of the other rooms. Note: Coming up with a good design for 
this task is not trivial. Should you decide to implement this feature, you might have 
to redesign the map. 
 
• 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 4 extra points: 
• Implement the back command so that using it repeatedly takes you back several 
rooms, all the way to the beginning of the game if used often enough. Use a Stack to 
do this. (You may need to find out about stacks. Look at the Java library 
documentation.) 
 
• Add characters to the game. Characters are similar to items, but they can talk. They 
speak some text when you first meet them, and they may give you some help if you 
give them the right item. 
 
Problems worth at most 6 extra points: 
• Add moving characters. These are like other characters, but every time the player 
types a command, these characters can move into an adjoining room. 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 are 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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