首页 > > 详细

辅导 CSCI 1110: Assignment 2讲解 Java编程

CSCI 1110: Assignment 2

Due: 11:59 pm, Sunday, October 23, 2022

The purpose of this assignment is to reinforce your understanding of object- based programming and to problem-solve using objects, classes, and nested loops. For this problem you will be provided with sample tests in Codio. All input is done via the console and all output is to be done to the console as well. You must submit your assignment via Codio, and you can test it by submitting your code. Note: for this assignment you are expected to install and  use an IDE (other than Codio) to develop your code. Please see  How To videos in the How-To Tutorial Section of our Brightspace page on how to install an IDE.

This assignment is divided into three problems, where each problem builds on the next.  Each problem subsumes the previous one.  Hence, if you complete Problem 3, you will have also completed Problem 2 and Problem 1.

Problem 1: A Player Tracker

Adventure games (named after the first such game) involve the players going on a quest of exploration, looking for charms and completing a quest.  Your team is working on a new adventure game and you have been asked to create the part of the game that tracks the players and the charms they have found.

Write a program called PlayerTracker.java that tracks the player’s locations as they move through the game. Each player will have several properties, such as a name, the charms they have found, and their current location. Each charm will also have several properties such as an identifier, its location on the map, and what the charm does. Note: this program is very similar in some respects to Assignment 1.

Input

The input is divided into three parts: (i) a list of charms and their locations, (ii) the players being tracked, (iii) the tracked movements.  The first part of the input is the list of charms.  The first line contains a single integer denoting the number of different charms (K) in the game.  This is followed by K lines encoding the information of each charm. Each line consists of the charm’s identifier (L), a capital letter; followed by the charm’s location X and Y, the charm’s effect E on a player’s health, followed by the charm text.  E.g.,

2

B 3 2 5 Blazing goblet

G 4 3 -10 Giggling lizard

In this example, the Blazing goblet improves a player’s health by 5, but the Giggling lizard decreases it by 10. Hint: Use nextLine() to read the charm text after you have read in the identifier and location.

The next part of the input, is the players being tracked, consists of a single line containing an integer denoting the number of players being tracked (P), followed by P lines encoding the initial location of each player. Each line consists of their name and their location (X) and (Y). E.g.,

1

Alice 4 1

There are no limits on X and Y. Hint: No need for a 2D array.  Each player will have a unique name and each player’s health is initialized to 100.

The last part of the input, the movements, consists of a single line containing an integer denoting the number of movements (M), followed by M lines that encode movement information about players being tracked.  Each movement record consists of a player’s name (N), the change in their X coordinate and the change in their Y coordinate, e.g.,

4

Alice -1 0

Alice 0 1

Alice 1 1

Alice 1 0

Processing

Your program should track the player’s movements and the charms they have discovered:

•    Each player has a health score that is initially 100.

•    Movement changes the player’s location by adding the movement to the current location.   For example, if Alice moves -1 1, this means that X is decreased by 1 and Y is increased by 1.

•    After a player moves, their health decreases by 1.

•    If a player has less than 1 health they cannot move and their moves are ignored.

•    If a player arrives at a location with a charm, they collect the charm.

•    If a player already has the charm, they do not collect it again.  Charms are identified by their id.

•    Collecting a charm involves removing the charm from a location.

•    Collecting a charm increases or decreases the player’s health, depending on the charm.

In Problem 1, assume that

•    There is only one (1) player.  I.e. P = 1

•    The player has no charms initially.

•    You must create a Player class and instantiate a Player object for each player

•    You must create a Charm class and instantiate a Charm object for each charm.

Hints:

•    Your Player class should use an array or ArrayList to store the list of charms collected by the player.

The basic algorithm is the same as for Assignment 1.

Output

The output consists of the status of each player.  For each player output

•    The player’s name and location using the format: Name (x,y) Health

•    Followed by a list of charms they have collected.  For each charm output "+" followed by the letter identifier of the charm, where the charm was located, and the charm itself.  Use the format:

+ LetterID (x,y) Effect CharmText

The output should be to the console, and each line terminated by a newline. The order of the players should be the same as the input order and the order of charms should be the order they were collected in. Hint: the toString() method of your Player class should build and return the entire string.

Examples


Approach

•    You MUST implement the Charm class.  You will need to determine which instance variables you will need. Implement the following public methods and constructors:

•    You MUST implement the Player class.  You will need to determine which instance variables you will need. Implement the following public methods and constructors:

•    Implement Problem 1 of PlayerTracker.java.   All you need can be done using the methods from the above classes.  The algorithm is nearly identical to that of Assignment 1.

Hint: You will need to use an array or ArrayList to store the Charm objects in your program.

Problem 2: Multiple Players

Extend your Player Tracker from Problem 1 to handle one change. There can now be multiple players tracked.  I.e. P may be greater than 1.

Input

The input format is the same as in Problem 1.

Processing

Your program should perform. the same task as in Problem 1 with the following assumptions

•    Your program must handle tracking more than one player.

•    Charms of the same type can be found at different locations.

Hint: You will likely need to use an array or ArrayList to store the Player objects.

Output

The output format is the same as in Problem 1.

Examples

Input                                                                             Output

4

A 1 3 17 Arboreal absinthe

B 2 3 9 Blessed back scratcher

B 3 2 9 Blessed back scratcher

G 4 3 -10 Giggling Lizard

2

Alice 4 1

Bob 2 2

10

Alice -1 0

Alice 0 1

Bob 0 1

Alice 0 1

Bob 1 0

Alice 1 0

Bob 1 0

Alice -1 0

Bob -1 0

Alice -1 0

Alice (2,3) 93

+ B (3,2) 9 Blessed back scratcher

+ G (4,3) -10 Giggling Lizard

Bob (3,3) 105

+ B (2,3) 9 Blessed back scratcher

Approach

You must expand the Player class by adding the following public method:

Method Description

String getName()

Returns the name of the Player object.

•    Implement Problem 2 in PlayerTracker.java.  All you need from the above classes is done. The algorithm is nearly the same as for Assignment 1.

Hint: You will need to use an array or ArrayList to store the Player objects in your program.

Problem 3: The Full Player Tracker

Extend your program from Problem 3 to handle one more change. Players can steal charms from players.

Input

The input format is the same as in Problem 1.

Processing

Your program should perform the same task as in Problem 2 with the following assumptions

•    Multiple players may occupy the same location

•    When a player enters a location with other players, they apply the effects of their charms to all the other players.

o The health of each of the other players is adjusted by the sum total of the effects of the incoming player’s charms.

o If the other player has the same charm, they are not affected by the charm.

Output

The output format is the same as in Problem 1.

Examples

Input                                                                             Output

4

A 1 3 17 Arboreal absinthe

B 2 3 9 Blessed back scratcher

B 3 2 9 Blessed back scratcher

G 4 3 -10 Giggling Lizard

2

Alice 4 1

Bob 2 2

9

Alice -1 0

Alice 0 1

Bob 0 1

Alice 0 1

Bob 1 0

Alice 1 0

Alice -1 0

Bob -1 0

Alice -1 0

Alice (2,3) 93

+ B (3,2) 9 Blessed back scratcher

+ G (4,3) -10 Giggling Lizard

Bob (2,3) 86

+ B (2,3) 9 Blessed back scratcher

Approach

Expand the Player class by adding the following public methods:

Method Description

boolean inSameLocation(Player player)

Returns true if player is at the same location as this Player object.

void charmPlayer(Player player)

Apply charms to player by adjusting their health

•    Implement Problem 3 in PlayerTracker.java.  All you need from the above objects is done.

•    Iterate over all players to check who is in the same location and have the player who just moved give their charms to all the players in the same location and vice-versa.


联系我们
  • QQ:99515681
  • 邮箱:99515681@qq.com
  • 工作时间:8:00-21:00
  • 微信:codinghelp
热点标签

联系我们 - QQ: 99515681 微信:codinghelp
程序辅导网!