精品深夜AV无码一区二区_伊人久久无码中文字幕_午夜无码伦费影视在线观看_伊人久久无码精品中文字幕

COMP282代做、C++設計程序代寫

時間:2024-04-23  來源:  作者: 我要糾錯



COMP282 – The C++ Programming Language
University of Liverpool
Department of Computer Science
Assignment CA1 : C++ Console Application
1 Deadline
Monday 29th of April at 17:00
Feedback will be released on Monday the 20th of May (3 wks later).
2 Weighting
50%
3 Overview
You will create a small interactive console-based (i.e. text based) adventure game. The
project consists of 9 tasks. You are expected to use Visual Studio 2022 Community
Edition to build your game. You should complete the tasks in order, as some tasks
assume that previous tasks have been done. Each task builds upon the previous one.
Do as much as you can and then package your project for submission. Your solution
should demonstrate your knowledge of C++. Work alone: You must work alone on the
assignment. Plagiarism checks will be run. If you notice any typos or mistakes in the
assignment that I may have missed, or if you feel something is unclear, please contact me
(andyrox@liverpool.ac.uk) or post a question in the Canvas COMP282 Discussion page
(there is a specific discussion relating to clarification of the assignments).
4 Submission Requirements
I will upload a separate document to Canvas describing submission requirements but it is
likely that you will upload your cpp and h files to Codegrade. I will also upload a rubric
describing the mark scheme. Marking will be a combination of running automatic tests
and manually reviewing the code.
4.1 Overview: Fantasy Quest Adventure Game
The assignment is to create a basic command-line game using C++ and organise game
structure using OOP methods.
The game has a fantasy theme, in a style similar to Dungeons and Dragons, consisting
1
of a player that can navigate a series of connected locations (using commands North,
South, East, West or N,S,E,W). The player can collect items and engage in combat with
monsters. The player’s score in the game increases when they defeat a monster. The
objective of the game is to achieve a high score (by defeating monsters) and to defeat
the ’end of level boss’. There should be some introductory text at the start of the game
to set the scene, and the player can leave the game at any point by typing quit. The
player can type inventory or inv to see a list of all the items they hold. The player can
type fight to engage in combat with a monster, or type collect to collect all items in
the current room.
You must use the specified class, method and variable names to ensure your code can
be tested. You will get marks for using STL containers and iterators to store and manipulate the various objects in the game. You are free to add further methods/ variables/
functions as you wish. Be sure to add comments your code, briefly explaining the purpose
and functionality of classes, methods, and significant blocks of code. Also remember to
implement error handling. In the descriptions of programming elements below, I have
deliberately not specified function parameters and return types - this is for you to specify.
Similarly I have not specified where pointer use would be appropriate.
I have specified most of the monsters/locations/objects - this is so that the gameplay can
be tested.
The assignment is organised into tasks.
4.2 Task 1 - create game classes
The following classes should be written:
• Character The Character class defines characters in the game. It should have the
following methods: setName, getName which will get or set the name of the
character, and getHitPoints and setHitPoints, which get or set the hitpoints, or
‘health rating’ of the character.
• Monster Monster should be derived from Character.
• Player Player should be derived from Character. It should have a member variable
score (an integer that keeps track of the player’s score in the game), which is set and
read using setScore and getScore, and three containers weapons, potions and
treasures which hold the player’s items. It should also have the private member
variable currentLocation which represents the player’s current location. This can
be set using setCurrentLocation and read using getCurrentLocation.
• Item Item should have the following methods: getName, setName, which will
set or get the name of the item.
• Potion Potion should be derived from Item. It should have a member variable
strength (integer), which should be accessible via getStrength and setStrength.
• Weapon Weapon should be derived from Item. It should have a member variable
power (integer), which should be accessible via getPower and setPower.
2
• Treasure Treasure should be derived from Item. It should have a member variable
value (integer), which should be accessible via getValue and setValue.
• Location A Location object represents a place within the game. It should hold
data including name and description (accessible via member functions setName,
getName, setDescription, getDescription). It should be possible for the programmer to populate a location object with other game entities, using the following
member functions: addExit (creates an exit, either N, S, E or W, leading to another location object), addMonster (puts a specific monster at this location),
delMonster (deletes monster), getExits (displays a list of exits to the player),
addItem (places a specific item at this location). Function overloading should
be used on the addItem method so that addItem handles adding potions, treasures or weapons to the location. Member variables should include the containers
weapons, potions and treasures which hold the player’s items. And exits, which
holds the exits leading to other location objects.
4.2.1 File Structure
The File Structure should be according to good C++ practice, with declarations in the .h
files and implementations in the .cpp files. However for simple one or two line functions,
those implementations can be kept in the .h file, allowing the compiler to inline them and
reduce function call overhead. For this assignment we will also keep derived classes in the
same files as their parent classes. AdventureGame.cpp should have the main() function.
Files are:
• Character.cpp
• Character.h
• Item.cpp
• Item.h
• Location.cpp
• Location.h
• AdventureGame.cpp
4.3 Task 2 - Build the game world
Build the game by creating location objects and linking them together using the objects’
exits member variable. Create 12 location objects that are linked to each other according
to the map shown.
Here are the location names:
cave, temple, dungeon, castle, clearing, hall, garden, library, forest, house, ruins, field.
3
Set each location object’s description (you can put whatever you want here) and a name
to be displayed after “you are” - e.g. ‘ruins’ might be given the name ‘in some ruins’.
After building the game, set the player’s current location to the clearing - that will be
the start location of the game.
Create a game loop in the main() function. At this stage the game loop should simply
get a command from the player, and then describe the location again. If the user types
quit, the game should display the user’s score (which at this stage will be 0), and end.
4.4 Task 3 - Room Navigation
Modify the game loop so that it now tells the user where they are, and what exits are
available (N, S, E or W).
If the user types a direction (N, S, E or W, or North, South, East or West, or n,s,e
or w), the game should work out if an exit exists in that direction, and if it does, the
current location should change to that location.
If an exit does not exist, the game should tell the user this, and remain at the current
location.
By the end of this task the user should be able to navigate around the game, and quit
the game if necessary.
4.5 Task 4 - Adding Items
Create some items (see below).
Treasures: bag of coins, treasure chest, emerald, ruby, sapphire, diamond, gold ring.
Potions: Blue Healing Potion, Purple Healing Potion, Red Healing Potion.
Weapons: dagger, sword, crossbow, club, stick.
Use addItem to add these items (weapons, potions, treasures) to the locations in the
game as follows:
4
Change the game loop so that it announces what items are in the location, if any.
This information should be obtainable from the player’s current location.
If the user types collect, all of the items in the location should be collected by the
user. If the user types inv or inventory they should see a list of all their items, in the
three groups (Potions, Treasures, Weapons). Sort the lists alphabetically. If the user
types drink, all the healing potions in the user’s inventory should be deleted, and their
‘strength’ points should be added to the player’s HitPoints.
By the end of this task the user should be able to collect all items from rooms, drink the
healing potions, and list the items in the inventory.
4.6 Task 5 - Adding Monsters
Use addMonster to add monsters to the rooms.
Here are the monster names:
vampire, zombie, dragon, goblin, spectre, banshee, ghoul, orc.
Arrange the monsters in the game as follows, with the following hitpoint values:
Change the game loop so that it announces the presence of a monster in a room.
Note that the house has two monsters.
By the end of this task there should be monsters in locations.
5
4.7 Task 6 - Combat
By the end of this task it should be possible to engage in combat with the monsters/enemies
according to the rules of combat, by typing fight.
Create a function called rollDice which will return a random integer from 1-6.
Create a member function of the Player class, called combat, that will conduct combat
with between the player and any enemies in the current location. The rules of combat
are as follows:
1. Both Monster and Player have a hitpoint value. Once a character’s hitpoint value
reaches 0, that character is defeated.
2. The Monster strikes first.
3. Their damage to the player is determined by calling rollDice and multiplying the
result by 2. (So result can be 0-12).
4. The player’s hitpoint total is reduced by the damage inflicted by the Monster.
5. The player then strikes back - rollDice is called, and this is modified by the weapon
with the highest power rating. So if the player has a sword with a power of 10, 10
is added to the dice roll to determine damage done to the monster.
6. This cycle continues until either the player or the enemy reaches 0 hitpoints.
7. After each round, the hitpoints of each combatant are displayed to the user.
8. If there is more than one monster in the room, only one monster is engaged in
battle when the user types fight - the user needs to type it again to fight the
other monster. The monster order should be strongest first - so the player fights
the monster with the higher hitpoints first.
9. The Character class should have the member function takeHit added to it, which
will decrease the character’s hitpoints by the given amount.
10. If the player is defeated, the player’s score is shown and the game ends.
4.8 Task 7 - The Boss
Create a new Player character called ‘boss’, give it a name and description, and add the
boss to the game. Put the boss in the cave. Modify the game loop so that when the
boss is defeated, the game ends.
4.9 Task 8 - Game Enhancements
Add further items to the game:
Treasures: Cup, Pearl, Key, Book
Potions: Green Healing Potion
You can decide their value, and strength in the case of the healing potion.
Put these items into the possession of some of the monsters. Make sure that the ghoul
6
has the key.
Modify the game so that when a monster is defeated, their items become available in the
room for the player to collect.
4.10 Task 9 - Implementing Armour
Create a new child class of Item called Armour.
Add at least 5 examples of armour into the game. Some examples:
ringmail, chainmail, shield, breastplate, helmet, gauntlet.
As well as name and description, the Armour class should have a member variable called
protection. You can decide values for this. But make sure that you put the gauntlet, with a protection of 2, in the library. Armour reduces the effect of damage
inflicted on the character. All Character objects should have the ability to use armour, so
it should be implemented at the Character (parent class) level. All armour items should
be listed to the user when they type inv or inventory. Modify the combat rules so
that during combat, damage inflicted on the player by an enemy is reduced by a random
amount between 0 and the total value of protection of all the armour in the player’s

請加QQ:99515681  郵箱:99515681@qq.com   WX:codinghelp

標簽:

掃一掃在手機打開當前頁
  • 上一篇:FIT5225 代做、代寫 java,c++語言程序
  • 下一篇:代寫DTS101TC、代做Python設計編程
  • 無相關信息
    昆明生活資訊

    昆明圖文信息
    蝴蝶泉(4A)-大理旅游
    蝴蝶泉(4A)-大理旅游
    油炸竹蟲
    油炸竹蟲
    酸筍煮魚(雞)
    酸筍煮魚(雞)
    竹筒飯
    竹筒飯
    香茅草烤魚
    香茅草烤魚
    檸檬烤魚
    檸檬烤魚
    昆明西山國家級風景名勝區
    昆明西山國家級風景名勝區
    昆明旅游索道攻略
    昆明旅游索道攻略
  • 短信驗證碼平臺 理財 WPS下載

    關于我們 | 打賞支持 | 廣告服務 | 聯系我們 | 網站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

    Copyright © 2025 kmw.cc Inc. All Rights Reserved. 昆明網 版權所有
    ICP備06013414號-3 公安備 42010502001045

    精品深夜AV无码一区二区_伊人久久无码中文字幕_午夜无码伦费影视在线观看_伊人久久无码精品中文字幕
    <samp id="e4iaa"><tbody id="e4iaa"></tbody></samp>
    <ul id="e4iaa"></ul>
    <blockquote id="e4iaa"><tfoot id="e4iaa"></tfoot></blockquote>
    • <samp id="e4iaa"><tbody id="e4iaa"></tbody></samp>
      <ul id="e4iaa"></ul>
      <samp id="e4iaa"><tbody id="e4iaa"></tbody></samp><ul id="e4iaa"></ul>
      <ul id="e4iaa"></ul>
      <th id="e4iaa"><menu id="e4iaa"></menu></th>
      欧美三级午夜理伦三级富婆| 免费中文字幕视频| 在线视频观看一区二区| 久久精品免费av| va视频在线观看| 一区二区三区少妇| 日本在线观看中文字幕| 国产精品系列视频| av中文在线播放| a天堂在线视频| 亚洲欧美视频在线播放| 日韩一区二区三区不卡| 欧美日韩一二三四区| 精品国产av一区二区| 国产色视频一区二区三区qq号| 亚洲免费不卡视频| 亚州国产精品视频| 久久久久亚洲av无码网站| 国产3级在线观看| 丰满人妻一区二区| 国产成人亚洲精品自产在线| 国产激情av在线| 肥臀熟女一区二区三区| 波多野结衣二区三区| 波多野结衣一本一道| 国产福利在线免费| 国内精品久久久久久久久久久| 韩国无码一区二区三区精品| 精品人妻一区二区三区视频| 蜜桃av免费看| 婷婷在线观看视频| 亚洲一区欧美在线| 国产精品久久久久久免费播放 | 久久精品视频在线观看免费| 国产一区二区视频网站| 欧美成人久久久免费播放 | 国产叼嘿视频在线观看| 国产免费www| 久草手机视频在线观看| 欧日韩在线视频| 亚洲欧美日韩第一页| 高清一区二区视频| 免费一级全黄少妇性色生活片| 午夜精品久久久久久久蜜桃 | 久久av一区二区三| 色婷婷在线观看视频| 中字幕一区二区三区乱码| 岛国av免费观看| 蜜臀久久精品久久久用户群体 | 国产一二三四区| 欧美精品aaaa| 中文字幕日韩一级| 国产麻豆精品一区| 四虎成人在线播放| www.色.com| 久久亚洲天堂网| 中文字幕一区二区三区人妻| 国产精品第七页| 日韩黄色中文字幕| 国产91av在线播放| 天天干天天av| 极品人妻一区二区| 亚洲码无人客一区二区三区| 久久免费在线观看视频| 91精品国自产| 日韩av大片在线观看| 国产精选第一页| 婷婷丁香一区二区三区| 国产污视频网站| 亚洲精品国产精品乱码| 久久9999久久免费精品国产| 亚洲午夜无码久久久久| 久久一二三四区| 成人爽a毛片一区二区| 无码精品视频一区二区三区| 国产一级淫片免费| 亚洲综合成人av| 欧美在线一级片| 国产这里有精品| 亚洲一二区在线观看| 人人澡人人澡人人看| 国产理论片在线观看| 亚洲一区精品在线观看| 天天操天天爽天天射| 精品无码一区二区三区蜜臀| 69视频免费在线观看| 天堂网在线观看视频| 精品国产乱码久久久久久1区二区| 妖精视频一区二区| 小嫩苞一区二区三区| 日本三级一区二区三区| 精品在线播放视频| 中文字幕在线视频一区二区| 亚洲三区在线播放| 91精品人妻一区二区三区果冻| 亚洲AV无码精品自拍| 免费观看成人毛片| 国产又黄又爽视频| 国产一区二区三区精品在线| 国产不卡在线观看视频| 丰满人妻一区二区三区四区 | 亚洲一区二区三区高清视频| 少妇激情一区二区三区视频| 久久免费手机视频| 国产又黄又粗又长| 国产农村妇女毛片精品久久| 国产精品久久777777换脸| wwwwww在线观看| www夜片内射视频日韩精品成人| 一级特级黄色片| 91中文字幕在线播放| 亚洲一区中文字幕永久在线| 亚洲精品人妻无码| 69久久精品无码一区二区| 亚洲乱妇老熟女爽到高潮的片| 中文字幕无码日韩专区免费| 亚洲成人天堂网| 亚洲视频在线不卡| www.国产欧美| 国产精品久久久久久免费| 国产高潮流白浆喷水视频| 成人高潮片免费视频| 国产精品久久综合青草亚洲AV| 国产精品 欧美激情| 国内精品久久99人妻无码| 欧美 日本 国产| 一区二区久久精品| 99自拍视频在线| 国产在线视频第一页| 日本欧美www| 亚洲精品久久久中文字幕| 亚洲精品午夜在线观看| 99re热视频| 九九热只有精品| 五月婷婷激情视频| www.狠狠干| 六月婷婷七月丁香| 色一情一乱一乱一区91av | 精品人妻在线视频| 女人18毛片一区二区三区| 午夜福利一区二区三区| 51精品免费网站| 精品视频第一页| 天天摸天天干天天操| 99re这里只有| 精品久久久免费视频| 无码人妻久久一区二区三区不卡| 亚洲免费av一区二区三区 | www.伊人久久| 久久99久久98精品免观看软件| 日韩三级av在线| 波多野结衣不卡视频| 日本不卡一区在线| av首页在线观看| 日本国产在线视频| 国产69精品久久久久久久久久| 久久中文字幕精品| 亚洲制服中文字幕| 欧美偷拍一区二区三区| av大全在线观看| 日韩欧美国产亚洲| 国产精品久久久视频| 天天干天天操天天拍| 国产精品熟女久久久久久| 日韩一区二区不卡视频| 国产精品三区在线观看| 中文字幕av不卡在线| 欧美日韩国产黄色| 国产欧美日韩成人| 亚洲另类欧美日韩| 天堂网中文字幕| 狠狠躁夜夜躁av无码中文幕| 亚洲国产美女视频| 日韩欧美理论片| 久久精品视频久久| 国产精品熟女久久久久久| 亚洲精品乱码久久久久久久| 日韩 欧美 综合| 九九热只有精品| 国产免费一区二区三区四区五区| 亚洲国产精品免费在线观看 | 国产av人人夜夜澡人人爽| 色91精品久久久久久久久| 国产成人自拍一区| 亚洲一级理论片| 色网站在线播放| 日本一级免费视频| 蜜臀av午夜精品久久| 久久成人小视频| 九九久久免费视频| 国产精品久久久久毛片| 亚洲天堂999| 中文字幕久久久久久久| 色婷婷在线视频| 日韩久久久久久久久久久| 久久免费精品国产| 免费一级全黄少妇性色生活片| 精品国产乱码一区二区三| 国产精品av久久久久久无| av地址在线观看|