美文网首页
讲解:COSC1076、Programming Techniqu

讲解:COSC1076、Programming Techniqu

作者: zhetongmang | 来源:发表于2020-01-12 16:02 被阅读0次

Advanced Programming TechniquesAssignment 2QwirkleWeight: 30% of the final course markGroup Registration: Week 7 LabMilestone 1 Due Date: 11.59pm, Friday 10 May 2019 (Week 9)Milestones 2 - 3 Due Date: 11.59pm Wednesday 22 May 2019 (Week 11)Progress Updates: During weekly labsPresentation & Marking: Week 12, by registered time slotLearning Outcomes: This assignment contributes to CLOs: 1, 2, 3, 4, 5, 6Change Log1.0? Initial Release1Contents1 Introduction 31.1 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31.2 Group Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41.3 Relevant Lecture/Lab Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41.4 Start-Up Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41.5 Plagiarism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Base Program Gameplay & Functionality 52.1 Launch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52.2 Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52.2.1 New Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52.2.2 Load Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62.2.3 Show student information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62.2.4 Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72.3 Base Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72.3.1 Tile Codes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82.3.2 The Board . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92.3.3 The Player’s Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92.3.4 The Tile Bag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92.3.5 Player Action: Place a Tile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102.3.6 Player Action: Replace a Tile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102.3.7 Function: Saving the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112.3.8 Function: Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122.3.9 Special Operation: QWIRKLE! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122.3.10 Special Operation: Starting a New Game . . . . . . . . . . . . . . . . . . . . . . . . . . . 122.3.11 Special Operation: Ending a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122.3.12 Special Operation: Loading a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132.4 User Prompt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132.4.1 EOF Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132.5 Rule Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Deliverables 143.1 Mandatory Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143.2 Milestone 1: Test Cases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143.3 Milestone 2: Basic Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143.4 Milestone 3: Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143.5 Milestone 4: Report . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153.6 Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153.7 Weekly Progress Updates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 Enhancement Suggestions 164.1 Minor enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.1.1 Help! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.1.2 Better Invalid Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.1.3 Colour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.1.4 Unicode/Emoji Tile Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.1.5 Simple Hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.1.6 Expandable Board . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.1.7 High Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.2 Major enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174.2.1 3-4 Player modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174.2.2 Place Multiple Tiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174.2.3 Write an AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Getting Started 185.1 Managing Group Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185.2 Designing your Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185.3 Starter Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1821 Introduction1.1 SummaryIn this assignment you will implement a 2-player text-based version of the Board Game Qwirkle.(a) Qwirle box and pieces (b) Example game stateFor an explanation of the rules and gameplay: TableTop rules explanation and full game: https://youtu.be/Hp3IwPbZYSE?t=60 Rules: Available on Canvas.However, this assignment will use a modified version of the rules, detailed in Section 3.3.In this assignment you will: Practice the programming skills covered throughout this course, such as:– ADTs– Linked Lists– Pointers– Dynamic Memory Management– File Processing– Program State Management– Exception Handling Practice the use of testing Implement a medium size C++ program:– Use features of C++14– Use elements of the C++ STLWork as a team– Use group collaboration toolsThis assignment is divided into four Milestones: Milestone 1: Test Cases, to be developed to ensure your Qwirkle implementation is correct.Milestone 2: A fully functioning implementation of the base Qwirkle gameplay, which pass Milestone 1tests. Milestone 3: Enhancements (minor & major) to the basic implementation. This may only be commencedif Milestone 4: Written report (no more than 4 pages) analysing the design and implementation of yoursoftware, and the use of your test cases.In additional, you will provide regular updates on your progress in this assignment to your tutor during yourweekly lab classes.31.2 Group WorkThis assignment will be completed groups of 4. All members of the group must be from the same Lab. Yourgroup must be registered on Canvas, by your Week 7 Lab.If you are unable to find a group, please discuss this with your lab demonstrator as soon as possible andbefore the group registration deadline.If at any point you have problems working with your group, please inform your lab demonstrator as soon aspossible, so that any issues may be resolved. The weekly progress updates should assist in communicating theprogress of your group work.1.3 Relevant Lecture/Lab MaterialTo complete this assignment (especially some of the enhancements), you will requires skills and knowledge fromlecture and lab material for Weeks 7 to 10 (inclusive). You may find that you will be unable to complete someof the activities until you have completed the relevant lab work. However, you will be able to commence workon some sections. Note that grade for your group work requires consistent work throughout all weeks. Thus,do the work you can initially, and continue to build in new features as you learn the relevant skills.1.4 Start-Up CodeOn Canvas you will find start-up code to help you get running with the assignment. This code includes: Header file definitions for common gameplay aspects Example Test CaseThe use of the start-up code is described in Section 5.3.1.5 Plagiarism!Plagiarism is a very serious offence.A core learning outcomes for this course is for you to: Demonstrate and Adhere to the standards and practiceof Professionalism and Ethics, such as described in the ACS Core Body of Knowledge (CBOK) for ICTProfessionals.The penalty for plagiarised assignments include zero marks for that assignment, or failure for this course.Please keep in mind that RMIT University uses plagiarism detection software to detect plagiarism and that allassignments will be tested using this software. See the RMIT website for more information about the universitypolicies on Plagiarism and Academic Misconduct.42 Base Program Gameplay & FunctionalityThe base Qwirkle program implements a 2-player text-based version of Qwirkle, using a reduced rule-set. Inthe base game, the players take turns placing tiles from their hand onto the board. The rule changes for thebase Qwirkle game are described in Section 2.5.This section details the behaviour of the base Qwirkle program. What is presented in this spec is a descriptionof the main functionality of your Qwirkle program. Some parts are left open for you to decide the best courseof action.This spec does not give the rules of Qwirkle. Canvas contains a link to the rules.!Aspects of this specification are flexible and open to your interpretation. In general, where there isflexibility, it is up to you to determine the best course of action. You may ask questions on the forumfor clarity. Make sure that your tests are written to ensure your program works correctly based on anydecisions you make.2.1 LaunchYour base Qwirkle program will be run using the following terminal command:$ ./qwirkleOn launch, the program should display a welcome message:Welcome to Qwirkle!-------------------Following the welcome message, the program should continue to the main menu.2.2 Main MenuThe main menu shows the options of your Qwirkle program. By default there should be 4 options. The menuis followed by the user prompt.Menu----1. New Game2. Load Game3. Show student information4. Quit>The user selects an option by typing a number, and pressing enter. Each menu option is described below. Theuser prompt is described in Section 2.4, including what to do for invalid input.2.2.1 New GameThe program should:1. Print a message for starting a new game2. Ask for the player names3. Create a new game of Qwirkle,4. Proceed with normal gameplay.5As an overview, this process may look like:> 1Starting a New GameEnter a name for player 1 (uppercase characters only)> Enter a name for player 2 (uppercase characters only)> Let’s Play!The players should only consist of letters (no numbers or symbols). Your program should validate (check) thatthe player name is valid.The Qwirkle gameplay is described in Section 2.3. Make sure you take note of the requirements for starting anew game, described in Section 2.3.10.2.2.2 Load GameThe program should first ask the user for a filename from which to load a game.> 2Enter the filename from which load a game>The user enters the relative path to the saved game file, and presses enter.After the filename is provided, the program must then conduct two validation checks:1. Check that the file exists.2. Check that the format of the file is correct. The format for saved games is described in Section 2.3.7.If the filename passes both checks, the program should print a message, then load the game as described inSection 2.3.12, and continue with normal gameplay as described in Section 2.3.> Qwirkle game successfully loaded2.2.3 Show student informationThe program should print the name, student number, and email address of each student in the group, separatedby new lines. Note that you should replace , and sectionswith your full name, student number and student email address.After printing the student details, the program should return to the main menu.6> 3----------------------------------Name: Student ID: Email: Name: Student ID: Email: ----------------------------------2.2.4 QuitThe program should print a goodbye message, and safely terminate without crashing.> 4Goodbye2.3 Base GameplayDuring base Qwirkle gameplay, the 2 players take turns placing tiles from their hand onto the board.At the start of the player’s turn, the program should show (in order):1. The name of the current player2. The scores of both players3. The state of the board4. The tiles in the current player’s hand5. The user promptThe current player may then take one of two actions:1. Place a tile onto the board2. Replace on tile in their handOnce the player successfully takes their action, their turn ends, and the other player’s turn starts.Alternatively, the player may perform one of two game functions:1. Save the game to a file2. Quit the gameBelow is an example of a sequence of actions and game functions for two players, named A and B. The nextsub-sections, describe the individual aspects of the base gameplay.7A, it’s your turnScore for A: 6Score for B: 60 1 2 3 4 5-------------------A | | | | | | |B | | |B4|B6|B5| |C | | |R4| | | |D | |Y1|Y4|Y2| | |E | | |P4| | | |F | | | | | | |Your hand isY5,G5,R5,O2,B1,P6> place G5 at C4B, it’s your turnScore for A: 8Score for B: 60 1 2 3 4 5-------------------A | | | | | | |B | | |B4|B6|B5| |C | | |R4| |G5| |D | |Y1|Y4|Y2| | |E | | |P4| | | |F | | | | | | |Your hand isP2,P3,O6,G1,Y4,B2> replace G12.3.1 Tile CodesTiles are represented by a 2-character code:To make it easier to visually differentiate tiles, colours are represented by letters, and shapes are representedby integers. The codes are given in the table belowColour Colour Code Shape Shape CodeRed R Circle 1Orange O 4-Star 2Yellow Y Diamond 3Green G Square 4Blue B 6-Star 5Purple P Clover 6For example, the Yellow Square tile is represented by the code: Y4!The Start-up code provides useful #define statements for these codes.82.3.2 The BoardThe display of the game board consists of two features:1. Tile Display2. Grid Co-ordinatesThe board is a 2D grid of tiles, up to a maximum size of 26x26. However, some locations of the 2D grid maybe empty, meaning that no tile has been placed there. When the board is displayed, all locations that containa tile are filled with the tile code, and empty locations filled wCOSC1076作业代写、代做Programming Techniques作业、代写C++程序语言作业、C++编程设计作ith two-spaces.!The examples is this spec use an expandable board (see the Minor Enhancements in Section 4.1). That is,the board is only as large enough as necessary, and expands as the players add tiles.For the base game-play you may use a fixed size board.The grid co-ordinates use: Uppercase Letters for rows Integers for columnsBoard locations are always referenced in row-column fashion:For example, the blue square is at grid co-ordinate B2, and the yellow circle is at grid co-ordinate D1.0 1 2 3 4 5-------------------A | | | | | | |B | | |B4|B6|B5| |C | | |R4| | | |D | |Y1|Y4|Y2| | |E | | |P4| | | |F | | | | | | |As a hint, you could store the board as: A 2D array of Tiles A vector of vectors of Tiles2.3.3 The Player’s HandThe player’s hand is an ordered linked list of tiles.!In your implementation you must use a linked list to store the tiles in the player’s hand. You mustimplement your own version of a Linked List.The player’s hand is displayed as a comma separated list of tiles.Your hand isY5,G5,R5,O2,B1,P6The order of tiles in the player’s hand is important for testing purposes! When removing a tile, the remaining tiles stay in the same order.2.3.4 The Tile BagThe tile bag, contains the rest of the tiles that are not on the board or in player’s hands. The tile bag mustbe stored as an ordered linked list. The contents of the tile bag is never displayed to the users. However, thecontents of the tile bag is stored in the saved game file.9!In your implementation you must use a linked list to store the tiles in the tile bag. You must implementyour own version of a Linked List.The order of the tile bag is determined when generating a new game. When a tile is drawn from the bag, it istaken from the front of the linked list. If tiles are added to the bag, they are added to the end of the linked list.2.3.5 Player Action: Place a TileThe current player may place a tile onto the board using the command:place at The command contains two elements:1. A tile to place2. The grid location to place the tileFor example, using the above hand and board, if the player performs:> place G5 at C4This results in the board:0 1 2 3 4 5-------------------A | | | | | | |B | | |B4|B6|B5| |C | | |R4| |G5| |D | |Y1|Y4|Y2| | |E | | |P4| | | |F | | | | | | |After the command is given, the program must:1. Check that the command is correctly formatted.2. Check that the placement of tile is legal according to the rules of Qwirkle.If the player’s action is legal, the program should:1. Place the tile onto the board2. Update the player’s score3. Draw a replacement tile from the tile bag and add it to the player’s hand, if there are available tiles4. Continue with the other player’s turn2.3.6 Player Action: Replace a TileThe current player may replace one tile in their hand using the command:replace For example, using the above hand the player may take the following replace action:> replace P6After the command is given, the program must:1. Check that the command is correctly formatted.2. Check that the tile is in the player’s hand.If the player’s action is legal, the program should:1. Remove the tile from the players hand and place it in the tile bag. (If the player has two tiles with thesame code, the first tile in the list should be replaced)2. Draw a new tile from the tile bag and add it to the player’s hand103. Continue with the other player’s turn2.3.7 Function: Saving the GameThe current player may save the game to a file using the command:save The program should save the current state of the game to the provided filename (overwriting the file if it alreadyexists). Then the program should display a message and continue with the gameplay. The current player doesnot change, so that a player may save the game and then take a turn.> save savedGameGame successfully saved>If the program has problems saving the file, it should display a message, and continue with normal gameplaywithout crashing.The format of the saved file is as given below. Each item is saved on a new line.The format for each of the items is: Name: ASCII text Score: Integer Player hand and tile bag: comma separated ordered list Board: Same as printed when showing the game board, including the co-ordinatesFor example, if the game in Section 2.3 was saved the saved game file will look like:A8Y5,R5,O2,B1,P6,Y3B6P2,P3,O6,Y4,B2,O30 1 2 3 4 5-------------------A | | | | | | |B | | |B4|B6|B5| |C | | |R4| |G5| |D | |Y1|Y4|Y2| | |E | | |P4| | | |F | | | | | | |P2,B5,.....A112.3.8 Function: QuitThe program should quit without crashing, as per the instructions in Section 2.2.4.2.3.9 Special Operation: QWIRKLE!If the player scores a Qwirkle (see the game rules) on their turn, then the program should print out an additionalmessage, before displaying the game information. Remember to update the player’s score accordingly.> place .. at ..QWIRKLE!!!>2.3.10 Special Operation: Starting a New GameWhen a new game is started, a special sequence of operations must be conducted:1. Create the ordering for the tile bag2. Set up the initial player hands3. Start with an empty board, with player 1 as the starting playerYou will need to devise your own algorithm to “shuffle” the bag of tiles to create a “random” initial order. Thisis left up to your own invention. The lectures will talk about randomness is C++ programs.Then the initial tiles are added to the player’s hands. 6 tiles are drawn from the tile bag and placed in the 1stplayer’s hand. Then 6 tiles are drawn from the tile bag and placed in the 2nd player’s hand.Finally, the board starts with no tiles placed, so that when displayed, it should be empty.2.3.11 Special Operation: Ending a GameThe game ends when:1. The tile bag is empty, and2. One player has no more tiles in their handIf the game ends, the program should: Display the end game messageDisplay the scores Display the name of the winning player Then quit, according to Section 2.2.4.For example:Game overScore for : 000Score for : 000Player won!Goodbye122.3.12 Special Operation: Loading a GameTo load a game from a saved game file, the program should read the contents of the saved game file, and updateall data structures in the program using the information in the saved game file. See Section 2.3.7 for the formatof the saved game file. Specifically, the program should take note of: The player’s name and scores The tiles in each players hand The state of the board The order of the tiles in the tile bag The current player - the next player to take a turnOnce the game has been loaded, gameplay continues resumes with the current player.2.4 User PromptThe user prompt is displayed whenever input is required from the user. It is a greater-than symbol (>), followedby a space. It is assumed that all user inputs are provided as a single line of input.When shown the prompt, the user should see in their terminal window:> vIf at any point the user enters invalid input, or the validation checks of the input fail (see each section) thenthe program should print Invalid Input and re-show the prompt.> qwertyInvalid Input> v2.4.1 EOF CharacterIf an any time the user enters the EOF (end-of-file) character, the the program should Quit, following theprocedure in Section 2.2.4. That is:> ^DGoodbye!This behaviour with the EOF character is necessary to ensure your program terminates at the end ofevery test case.2.5 Rule ChangesFor the base Qwirkle implementation, the following rules have been modified: A New game always begins with Player 1 and an empty board Tiles are placed one at a time. Players can only replace one tile at a time Maximum board size of 26x26 There are only 2 tiles of each type (rather than 3 of each type). This makes it highly likely the game willfit within the 26x26 board, and reduce the complexity of your test cases.!For your Milestone 3 enhancements, you may restore some or all of these rules to their original form.133 Deliverables3.1 Mandatory RequirementsAs part of your implementation, you must: Implement your own Linked List Use your Linked List implementation to store the player’s hands and the tile bag.!If you fail to comply with these mandatory requirements, marks will be deducted.3.2 Milestone 1: Test CasesFor Milestone 1, you must develop test cases for your Qwirkle implementation, including your enhancements.These test cases will help ensure that your Qwirkle implementation is correct.A single test case consists of 3 files, 2 mandatory and 1 optional.1. .input - Input to provide to the Qwirkle program via stdin2. .output - Expected output from the Qwirkle program on stdout3. (Optional) .save - Expected output of the saved game file.A test is run using the following sequence of commands../qwirkle .input > .gameoutdiff -w .output .gameoutif [-e .save] diff -w -y .save If this command displays any output, then the test has failed.To make testing reliable, you should note if the test evaluates the saved game output, then ensure the test usesa suitable filename in place of .!Testing uses the diff command. This command checks to see if two files have any differences. The -woptions ignores any whitespace.3.3 Milestone 2: Basic ImplementationFor Milestone 2, you must implemented the base Qwirkle program as described in Section 2. Your baseimplementation should pass all test cases that you developed in Milestone 1.!Your base implementation will only be considered to be sufficient if it is fully functional and error-free.3.4 Milestone 3: EnhancementsFor Milestone 3, you need to develop one or more enhancements to the base Qwirkle program. Milestone 3 isoptional. You should only commence enhancements if your base implementation is fully functional.Enhancements may be either minor or major. To get a higher grade you will need to implement one or moreminor or major enhancements. This is described in the marking rubric. Enhancements only count towards thisMilestone if they are fully functional and error-free.143.5 Milestone 4: ReportYou are required to submit a report (of no more than 4 pages), that analyses and evaluates what your grouphas done in this assignment. Your report should comment on: Your use of ADTs, such as your Linked List, use of arrays and vectors. Design of your software Efficiency of your implementation Effectiveness of your Test Cases Group co-ordination and project managementYour report should note the strengths and weakness of these elements. Good analysis provides factual statements,evidence and justifications for conclusions that you draw. A statements such as:“We did because we felt that it was good”is not analysis. This is an unjustified opinion. Instead, you should aim for statements such as:“We did because it is more efficient. It is more efficient because . . . ”3.6 PresentationDuring Week 12, your group will present and discuss your Qwikle program to your lab demonstrator and/orthe lecturer. In your presentation you should: Demonstrate your Qwirkle implementation and enhancements Demonstrate how your test cases prove your implementation is correct Discuss the design and efficiency of your softwareEach presentation will be 10 minutes long, with 5 minutes for questions.It is up to your group to decide how to best conduct this presentation. The purpose of the presentation is todemonstrate and convince the assessor of the quality of your group’s software and overall work.3.7 Weekly Progress UpdatesEvery 1-2 weeks in labs, you will have a brief update with your lab demonstrator. You can discuss:1. Your group’s progress2. Ask questions about your software design and implementation3. Raise issues4. Demonstrate your consistent and regular contribution to the group!One of the criteria in the marking rubric is for consistent and regular group work. These lab updates willhelp inform your final grade for your group work.154 Enhancement SuggestionsThese are some suggestions of enhancements you could implement. If you have your own ideas, discuss thesewith your tutor or on the forum to make sure you know whether they count as minor or major.4.1 Minor enhancements!Minor enhancements are smaller in scope, and require only a small modification to your software design.4.1.1 Help!Whenever there is a user prompt, the user may type “help”and the program should display some text to helpthe user determine what they commands they may execute.4.1.2 Better Invalid InputWhenever the user enters invalid input at the user prompt, the program should show a useful error message toexplain why the input was invalid.4.1.3 ColourUse colour to display tiles on the board and in the player’s hand. The Linux, Mac (and most similar) terminalssupport the use of colour through the use of escape codes. A simple internet search will show you tutorials forworking with escape codes.4.1.4 Unicode/Emoji Tile SymbolsUse Unicode or Emoji for displaying tiles when printing information for the users to stdout. You can embedUnicode symbols or Emoji symbols directly into C++ files when used for writing information to output streams.Most modern terminals also support the display of unicode symbols and emoji.However, the saved game file must still be plain-text, and use the tile codes listed in Section 2.3.1.4.1.5 Simple HintsProvide a hint to the user of where a given tile could be placed on the board, and how many points the userwill score. You will need to invent your own command so the user can ask for a hint.4.1.6 Expandable BoardThe board should only display enough rows and columns to fully show the board, plus one additional empty rowand column around the edge of the board. Any additional empty rows and columns should not be displayed.4.1.7 High ScoresThe program maintains a list of high scores achieved by any player who has played your game of Qwirkle. Youwill need to devise a way to save, load, and display the high scores.164.2 Major enhancements!Major enhancements are large in scope, and require significant modifications to your software design.4.2.1 3-4 Player modesImplement the 3 or 4-player mode of Qwirkle. You will need to change the number of tiles in each player’s handaccording to the rules of Qwirkle. This will also affect the format of the saved game file.4.2.2 Place Multiple TilesAllow a player to place multiple tiles. You will need to invent your own command(s).4.2.3 Write an AIDevelop an AI so a your program can be used in single-player mode, and a person can play against the computer.The AI should only place one tile at a time. If the AI cannot place any tiles, then it should replace one tilefrom its hand.If you would like an additional challenge, you may allow the AI to place as multiple tiles.175 Getting Started5.1 Managing Group WorkTo help manage your group work, and demonstrate that you are consistently contributing to your转自:http://www.7daixie.com/2019050148152438.html

相关文章

网友评论

      本文标题:讲解:COSC1076、Programming Techniqu

      本文链接:https://www.haomeiwen.com/subject/gdtwactx.html