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Analysis and Design-Graduat

时间:2011-08-28 22:27来源:未知 作者:wlunwen.com 点击:
Assignment 2 Due: As per Course Description Marks: 20 marks Disclaimer You must use the code supplied on the course website (UBOnline), posted under the Assignment 2 entry. Do not use code given to you by another student (or past student)
  

Assignment 2
Due: As per Course Description
Marks: 20 marks
Disclaimer
You must use the code supplied on the course website (UBOnline), posted under the Assignment 2 entry. Do not use code given to you by another student (or past student) as the code base will be different and you will be awarded ZERO MARKS for the assignment task.
Description
This assignment is a logical continuation of the case study presented in the lectures requiring you to develop features on top of an existing application. The code base you will be using is an implementation of the “maze game” discussed in the lectures.
Start by spending some time exploring the structure of the code, understand the roles each class plays within the system. Modify the code by adding some locations and exits as a way of getting familiar with it.
You will be required to implement a variety of user stories using the Boost methodology. The “warm up” and some “sets” have been implemented already and your task is to implement a number of further “sets” using the Boost methodology (no “warm down” is required).
The Boost methodology mandates the use of pair programming and the assignment will be performed in pairs (and pairs will be formed from within a lab group).
Marks will be allocated according to the functionality of your code in addition to the elegance and extensibility of your design and the quality of your documentation.
You are free to take ideas presented in the lectures and integrate it into your existing codebase however you must work within the code base given to you by your lecturer for this assignment.
 
Each student pair is required to extend the existing code base by implementing the following user stories:
User Stories to Implement
• Buy/Sell Item (requiring the exchange of money and consideration of weight restrictions for the player)
• Encounter Hostile NPC
o a "combat state" is triggered when players are co-located with hostiles
o the NPC has the first attack (this is simply a message saying that the "NPC attacks you but has missed" rather than an implementation of the entire combat subsystem)
o the player now has an "attack NPC" command at their disposal
 attack NPC informs the 欧洲留学生IT assignment  player that their attack was successful and the NPC is now dead (if the NPC is hostile). If a weapon is being wielded then it should also be displayed. For example
You have attacked (name of the hostile) with a dagger
(Name of the hostile) is now dead
 or it informs the player that they cannot attack friendly characters
• Get / drop item (consideration of weight restrictions for the player)
• Unlock door (requires getting a key)留学生论文代写网代写留学生论文,英国硕士论文,澳洲论文,
留学生论文代写网代写留学生论文,英国硕士论文,澳洲论文

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