ICS3U – Summative Assignment METHODS AND ARRAYS Searching for Sugar: Sugar the Sloth is lost in the Jungle (or you could think of it as a grid with rows and columns) and you will need help him escape – while avoiding the roaming predators that are after him - in as few moves as possible. He starts in a random location and can move randomly 1 space each turn. You need to find him and return him to the starting spot without getting caught by the predators. Your game should have a full description of what the game will actually do.
- Be sure to explain the directional controls for the game o How will they enter their guesses : ▪ entering co-ordinates (ie B2) ▪ enter directions (left / right / straight / north / south ) ▪ using mouse clicks o Sugar the Slothcan only move to adjacent cells - one square at a time each turn (up / down / left / right) – no diagonal moves You need to explain the rules and point scheme for the game (along with how to win or lose). The user should input their name and it should be used during game play. There should be a counter displaying the number of guesses they have taken so far and a grid showing where they currently are and where they have searched already. There should be a win and lose message with the players name in it with their total points. There should be messages to tell the player if they are getting close
- You figure out how best to inform them o Ie. Within 4 spots – getting warmer o Ie. Within 2 spots – very hot There should be a display of where the player has already guessed so far
- There are multiple levels of challenge to this single task There should be a labeled grid separating each cell
- See image to the right A “Give up” option/button to allow player to forfeit game A “Cheat” option/button should display Sugar the Sloth’s current location in the grid A “Win” option/button should display a winning message Sugar the Sloth’s starting location should be random within the gridICS3U – Summative Assignment METHODS AND ARRAYS Marking Scheme NAME: __________________________ Level 1 Level 2 Level 3 Level 4 Marks Program functionality 40 Few level 3 features implemented Most level 3 features implemented with minor inefficiencies All level 3 features implemented correctly and efficiently All features implemented correctly and efficiently 40 TF1.05 – determine the level of error checking required for given problems. 10 Program is functional with a basic set of data only. Many run-time errors with advanced data set. Program is functional with some advanced data sets. Some run-time errors with advanced data set. Program is functional with advanced data set. No run-time errors occur. Program is functional with advanced data set. No run-time errors occur. Additional error-checking has been added. 10 SP2.06 - Write methods that work with parameters. Uses functional and procedural methods 20 Demonstrates limited ability to write methods with parameters. Inappropriate use of functional and procedural methods. Demonstrates some ability to write methods with parameters. Uses functional and procedural methods appropriately in some cases. Demonstrates considerable ability to write methods with parameters. Appropriate use of functional and procedural methods. Demonstrates a high level of ability to write methods with parameters. Superior use of functional and procedural methods. 20 SP1.06 - produce user-friendly input and output forms; (Program description/ instructions 5) (Input 5) (Output 5) 15 (C) Input and/or output is incomplete or difficult to follow. Program description/ instructions are missing or incomplete Some input and/or output is incomplete or difficult to follow. Program description/ instructions are somewhat incomplete Input and output is complete and straight forward. Program description/ instructions are complete. Some aspects were not clear, or easy to use in the interface. Input and output is intuitive and easy to follow. Program description/ instructions are superior. Interface is easy to clear, simple and easy to use. 15 Documentation included Yes/No 5 /90 Expectation Mark Use defined programming practices (Documentation). /40 (K/U) Level of error checking. /10 (TIPS) Program functionality /20 (A) User friendly input / output /20 (C) Totals: K/U /40 TIPS /10A /20 C /20ICS3U – Summative Assignment METHODS AND ARRAYS Mandatory Requirements :
- You game must use methods to solve / code your solution
- You must use arrays in a meaningful way a. Ie. Think of the playing board as an array b. This would allow you pass information to and from locations
- Try / Catch must be used in the solution
- At a minimum the grid should be 10 x 10 a. You can make a larger play area if it helps with other extensions Random Game Additions / Extensions
- Sugar the Sloth can’t cross the path that they have already walked (additional challenge – have the unwalkable path 代 写ICS3U Searching for Sugar decay so after 10 turns – the path is now walkable again.
- Sugar the Sloth randomly walks around the maze and can move between 0-3 spots at a time
- Add random (invisible) walls that will obstruct the progress of the search (be sure these would give a message that the path is impassible)
- Add random pitfalls that will cause the player to restart their search and reset Sugar the Sloth’s position.
- Add randomly moving NPC’s that will attempt to stop your search (players need to avoid them)
- Keep track of the path that Sugar the Sloth moved during the entire play of the game
- Have an opening screen that displays an “animation” of the game being played a. This could have drawings of Sugar the Sloth, the player, the maze, etc.
- Expand your search area to a 3 Dimensional space (make grid 3D or even 4D)
- Draw your player and Sugar the Sloth in the Grid during game play
- A timer that is used displays how long they have been playing this game a. They could then modify the high scorers list to include fastest finds
- Add a battle phase, when player finds Sugar the Sloth– they can have some kind of battle to see if Sugar the Sloth gets caught or escapes into Grid to hide again (think of Pokemon battles).
- Allow diagonal moves for Sugar the Sloth
- Enlarge the grid – so its 15x15 or 20x20
- Play music and / or sounds during game play a. Play different musical scores based on proximity to finding Sugar the Sloth
- Have a hint button the user can click to give a tip on where to find Sugar the Sloth a. They would lose some points each time they use this button i. Ie. Sugar the Sloth is 3 spaces away, or down and right, or in row, or columns, etc.
- Can you replay all of the moves that took place during the game play – store each move and let it be displayed turn by turn. CHALLENGES (to Level 4 and beyond). In addition to the above, the following features must be included to obtain a FULL level 4+. i) Keep track of the 5 most efficient searches of all time using files ii) Sort the scores list using a bubble sort from highest to lowest iii) Read the high scorers list from a file and update it if someone reaches the list Optional challenges i) Use an applet Deadline – must be submitted by Tuesday June 14th by 1:40 pm WX:codinghelp