Apples and Dynamites – Object Oriented Design Principles – Engineering Assignment Help

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Assignment Task :

This game consists of: 

• A single player (basket) who can move left and right and up and down and is con- trolled via the keyboard. 

• Apples and dynamites which fall vertically. All apples and dynamites move at the same speed. Both apples and dynamites appear at random intervals at the top of the screen and disappear when they are caught by the basket or they reach the bottom of the screen. 

• There will always be more apples than dynamite at any given interval. 

The objective of the game is to move the player (basket) so that he/she collects 10 apples without collecting a dynamite. If the player successfully completes the task, then the game is reset and the player must collect 15 (20, 25, and so on…) apples until the player collects a dynamite, then the game is over. 

 

2 Deliverables 

This is an individual assignment — each student is required to work on their own. 

 

2.1 Executable and Code 

Provide a working implementation (executable – .exe file) of the game along with the complete source code. Your source code needs to be well commented and/or easily under- standable. You are expected to apply good object-oriented (OO) design principles in your design which include, among others, creating small classes with cohesive functionality, hiding information, and using inheritance appropriately. 

The choice of OO language and graphics library is up to you. Bear in mind the following constraints: 

• your solution must be able to run on the Windows platform, 

• you must not an existing game framework or libraries. 

If you are an experienced developer then take this opportunity to learn a new language. If your development skills are not that strong then choose an OO language that you are familiar with. 

You should use simple graphics for the game elements. The aim of this assignment is not to produce a game with sophisticated functionality but rather to create a well-thought-out design for the game which will easily support certain changes in requirements

 

Modifiability 

Modifiability is a quality attribute of a software system which refers to the ease with which the existing design can be modified to meet new requirements. The ideal situation is to meet new requirements with new code — not by re-writing existing code. However, often this ideal cannot be achieved and we try to localize code changes to as few classes or modules as possible. It is important to realise that a design cannot support all changes equally and some changes will require an extensive re-write of the code. 

A good way of evaluating the modifiability of a software system is to consider scenarios for future change. In this game, for example, the following requirement changes might occur: 

1. The number of falling lanes increases every time the player successfully completes the task. 

2. The keys which control the player need to be configurable. 

3. The game must change from a one player version to a two player version. Both players must simultaneously collect apples. The game ends when one of the players collides with a dynamite. 

4. Scoring is introduced and the top three highest scores need to be saved. 

5. A slightly different version of the game is needed in which the apples become rain- drops falling from the sky and the player must avoid the raindrops.

 

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