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辅导案例-SWEN20003

By May 15, 2020No Comments

SWEN20003 Object Oriented Software Development Project 1, Semester 2, 2019The University of MelbourneSchool of Computing and Information SystemsSWEN20003 Object Oriented Software DevelopmentProject 1, Semester 2, 2019Written by Eleanor McMurtryReleased: Friday 30th of August, 9:00pmDue: Friday 13th of September, 11:59pmOverviewWelcome to the rst project for SWEN20003! We will be using the Bagel library for Java, availableunder Projects on the LMS. Comprehensive documentation for Bagel can be found at https://people.eng.unimelb.edu.au/mcmurtrye/bagel-doc/. Week 5’s workshop introduces Bagel, so refer to thetutorial sheet if you have trouble getting started. This is an individual project. Youmay discuss aspectsof it with other students, but all of the implementation must be your own work.Project 2 will extend and build on Project 1 to create a complete game, so it’s important to write yoursubmission in such a way that it can be easily extended. Below is a screenshot of the game after com-pleting Project 1.This early version of Shadow Bounce includes several “pegs” and a ball that can be used to hit anddestroy the pegs. The goal of ShadowBounce is to use the ball to destroy all of the pegs in as few shotsas possible.1SWEN20003 Object Oriented Software Development Project 1, Semester 2, 2019Background on graphics conceptsEvery coordinate on the screen is described by an (푥, 푦) pair. (0, 0) represents the top-left of the screen,and coordinates increase towards the bottom-right. Each of these coordinates is called a pixel. TheBagel Point class encapsulates this, and additionally allows oating-point positions to be represented.60 times per second, the program’s logic is updated, the screen is cleared to a blank state, and all of thegraphics are drawn again. Each of these steps is called a frame.Often, we would like to draw moving objects. These are represented by a velocity: a pair (also calleda vector) (푣푥, 푣푦) that represents how far the object should move each frame. Calculating the newposition can be done via vector addition of the position and velocity; Bagel contains the Vector2 classto facilitate this. You are not required to use this class; it is merely provided for convenience. Themagnitude (or length) of a vector (푥, 푦) can be found via the formula√푥2 + 푦2.It is sometimes useful to be able to tell when two images are overlapping. This is called collision detec-tion and can get quite complex. For this game, you can assume images are rectangles. Bagel containsthe Rectangle class to help you.The gameBelow I will outline the dierent game elements you need to implement.The pegsThe game board is made up of a collection of pegs that appear on the screen. For this project, they willbe randomly generated. The game should choose 50 random positions on the screen with 푥 coordinatesbetween 0 and 1024, and 푦 coordinates between 100 and 768. Pegs should be drawn centred at theselocations.1The ballWhen the left mouse button is clicked, if the ball is not currently on screen, the ball should appearat the position (512, 32). It should start with a velocity towards the mouse, with a magnitude of 10pixels per frame. Each frame, the velocity should increase by 0.15 pixels per frame downwards, tosimulate gravity. When the ball’s centre reaches the left or right side of the window, the ball’s horizontalmovement should reverse so that it stays on screen. If the ball makes contact with a peg, the peg shouldbe “destroyed” and no longer displayed on screen.Your codeYou must submit a class called ShadowBounce with a main method that runs the game as describedabove. Youmay choose to create asmany additional classes as you see t, keeping inmind the principlesof object oriented design discussed so far in the subject. Youwill be assessed based on your code running1It would be nice if these positions are chosen so the pegs don’t overlap, but this won’t be assessed.2SWEN20003 Object Oriented Software Development Project 1, Semester 2, 2019correctly, as well as the eective use of Java concepts. As always in software engineering, appropriatecomments and variable/method/class names are important.Implementation checklistTo get you started, here is a checklist of the game features, with a suggested order for implementingthem:1. Draw a single peg on screen2. Generate random positions and draw a peg at each of them3. Draw a ball on screen when the left mouse button is pressed4. Make the ball fall downwards over time5. Detect when the ball touches pegs, and destroy the pegs6. Make the ball start o moving towards the mouse7. Make the ball “bounce” o the sides of the screenThe supplied packageYou will be given a package, res.zip, which contains all of the graphics and other les you need tobuild the game. You can use these in any way you want. Here is a brief summary of its contents:• res/ – The images for the game.– ball.png: the image for the ball object– peg.png: the image for the peg objectsSubmission and markingTechnical requirements• The program must be written in the Java programming language.• The program must not depend upon any libraries other than the Java standard library and theBagel library (as well as Bagel’s dependencies).• The program must compile fully without errors.Submission will take place through the LMS. Please zip all of your source code into one folder andsubmit this .zip le. Do not submit a .rar, .7z, .tar.gz, or any other type of compressed folder.Especially do not submit one of these les that has simply been renamed to have a .zip extension, asthen we will be unable to open your le.22This may sound ridiculous, but it has happened several times in the past!3SWEN20003 Object Oriented Software Development Project 1, Semester 2, 2019We highly encourage you to re-download and check that your submission contains all yourcode.Good Coding StyleGood coding style is a contentious issue; however, we will be marking your code based on the followingcriteria:• You should not go back and comment your code after the fact. You should be commenting as yougo. (Yes, we can tell.)• You should be taking care to ensure proper use of visibility modiers. Unless you have a verygood reason for it, all instance variables should be private.• Any constant should be dened as a static nal variable. Don’t use magic numbers!• Think about whether your code is written to be easily extensible via appropriate use of classes.• Make sure each class makes sense as a cohesive whole. A class should have a single well-denedpurpose, and should contain all the data it needs to full this purpose.Extensions and late submissionsIf you need an extension for the project, please email Eleanor at [email protected] explain-ing your situation with some supporting documentation (medical certicate, academic adjustmentplan, wedding invitation). If an extension has been granted, you may submit via the LMS as usual;please do however email Eleanor once you have submitted your project.The project is due at 11:59pm sharp. Any submissions received past this time (from 12:00am onwards)will be considered late unless an extension has been granted. There will be no exceptions. There is apenalty of 1 mark for a late project, plus an additional 1 mark per 24 hours. If you submit late, youmust email Eleanor so that we can ensure your late submission is marked correctly.The distribution of marks is on the nal page.4SWEN20003 Object Oriented Software Development Project 1, Semester 2, 2019MarksProject 1 is worth 8marks out of the total 100 for the subject.• Features implemented correctly – 4 marks– Pegs are generated correctly: 1 mark– Ball appears on click: 1 mark– Ball starts moving towards the mouse and falls with gravity: 1 mark– Pegs disappear on contact with the ball: 1 mark• Code (coding style, documentation, good object-oriented principles) – 4 marks– Delegation – breaking the code down into appropriate classes (1 mark)– Use of methods – avoiding repeated code and overly long/complex methods (1 mark)– Cohesion – classes are complete units that contain all their data (1 m
ark)– Code style – visibility modiers, consistent indentation, lack of magic numbers, comment-ing, etc. (1 mark)5

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