合肥生活安徽新聞合肥交通合肥房產生活服務合肥教育合肥招聘合肥旅游文化藝術合肥美食合肥地圖合肥社保合肥醫院企業服務合肥法律

        代寫Battleship 、代做Game 設計程序
        代寫Battleship 、代做Game 設計程序

        時間:2024-10-23  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



        Game Description 
        Battleship is a classic two-player game in which you aim to sink all of your opponent's ships before they sink yours. 
        Each player has a fleet of ships that they place on a grid, and they take turns guessing the locations of their 
        opponent's ships. In this game version, one player is a human, and the other is a computer. 
        SETUP 
        Board: Each player has a 10x10 grid (board) where they place their ships. 
        Ships: Each player has a fleet consisting of different types of ships: 
         Battleship: Occupies 4 cells. 
         Carrier: Occupies 5 cells. 
         Submarine: Occupies 3 cells. 
         Patrol Boat: Occupies 2 cells. 
        Ships can be placed either horizontally or vertically on the grid. 
        GAME PLAY 
        Ship Placement: 
        Human Player: The human player manually places their ships on their grid. They are prompted to select the type of 
        ship, its starting coordinates, and its orientation (horizontal or vertical). 
        Computer Player: The computer player's ships are automatically placed on its grid based on predefined 
        configurations read from a configuration file (config.txt). 
        TAKING TURNS: 
        Players take turns guessing the locations of their opponent's ships by specifying coordinates (x, y) on the grid. 
        The game announces whether the guess is a "hit" or a "miss." A hit means that part of a ship is located at the 
        guessed coordinates. A miss means there is no ship at the guessed coordinates. 
        WINNING THE GAME: 
        The game continues until one player has sunk all their opponent's ships. 
        A ship is considered sunk when all of its cells have been hit. 
        The player who sinks all of their opponent's ships first is declared the winner. 
         Game Specifications: 
        The game board is a 10x10 grid, each cell represented by square brackets []. The grid is used to place ships and 
        make guesses. Each cell can either be empty, contain part of a ship, or be marked as a hit or miss. 
        This is what the empty game board looks like before ships have been placed: 
         
        IDENTIFIERS FOR SHIPS: 
        Ships: Ships are represented by their identifiers in the cells they occupy. 
         Battleship (B) 
         Carrier (C) 
         Submarine (S) 
         Patrol Boat (P) 
         
        Here is a sample board that the human player will see when placing their own ships: 
         
         TRACK HITS AND MISSES 
        Another board is used to keep track of the hits and misses. 
         A hit is marked with an X. 
        A miss is marked with an O. 
         
        Here is an example board: 
         
        CONFIG.TXT 
        A configuration file must be read to set up the computer player's arrangement of the board. The configuration file 
        should contain a separate line for each type of ship. Each line should include the ship's name, the x coordinate, the 
        y coordinate, and whether the placement is horizontal (H) or vertical (V). 
        Here is a sample config.txt: 
        Submarine 2 2 H 
        Battleship 3 3 H 
        PatrolBoat 4 5 V 
        Carrier 5 6 H 
        This is the result: 
         
         PROMPT 
        The program will first read and parse the config file, building the game grid for the computer player. Then, the 
        human player will be prompted to input the type of ship, the starting x and y coordinates, and whether the ship 
        should be placed horizontally or vertically on the game board. After entering the details of each ship, the player 
        should see the grid displayed. Once all of the ships have been placed (one of each kind), the player will be 
        prompted to guess the location of one of the computer’s ships by entering the x and y coordinates. If the player 
        guesses the correct location of one of the ships, the player receives a message indicating a hit. The player should 
        be able to take another turn if they correctly “hit” the computer’s ship. If the player receives a “miss,” the 
        computer should take a turn, printing out its guess to the player and indicating whether it was a hit or miss. The 
        prompt should also indicate when a ship has been “sunk” (all spots on the grid for that ship are guessed). The 
        game continues until one player sinks all of the opponent's ships. The player who sinks all of the opponent's ships 
        first is declared the winner. 
         
        Requirements 
        The base game components have been provided to you in D2L. Those *.java files contain the clues you need to 
        complete a functioning Battleship game. You shouldn’t need to re-write any existing code provided; you must use 
        the methods and data types indicated. However, you can add any additional classes or enums if you wish. 
        You are to avoid the use of global variables or non-private class variables (using enums is permitted). 
        Submission 
        Submit your completed *.java files to D2L. Do not submit *.class files or any other files. Include your name and 
        UCID at the top of both of those files. 
        Demonstration 
        You must demonstrate your assignment to the tutorial leader. The tutorial leader will ask questions to test your 
        understanding of your submitted code. If you cannot sufficiently answer the questions, your assignment will 
        receive an incomplete. You will then need to arrange a peer-programming session with the TA to demonstrate 
        your knowledge of the fundamental aspects of this assignment, where you will be capable of receiving a maximum 
        grade of C-. Failure to complete this session satisfactorily will result in an F for the assignment. 
        Unit Tests 
        To prove your implementation, you must create unit test cases for the code’s functionality. 
         
         Grading 
        We will simplify the grading process for this assignment. 
        A GRADE REQUIREMENTS: 
        Submission: The assignment is submitted on time to D2L with all required files and a link to GitLab with the TA as a 
        developer. 
        Full Functionality: All required functionality is implemented. 
        Code Documentation: The student explains the code with clear comments and documentation. 
        Code Explanation: The student satisfactorily answers the tutorial leader's questions about the code and clearly 
        understands the implementation. 
        Unit Tests: Adequately tests the program and demonstrates the various principles of unit testing. 
        B GRADE REQUIREMENTS: 
        Submission: The assignment is submitted on time to D2L with all required files and a link to GitLab with the TA as a 
        developer. 
        Full Functionality: All required functionality is implemented. 
        Code Explanation: The student satisfactorily answers the tutorial leader's questions about the code and clearly 
        understands the implementation. 
        One or more of these are insufficient: 
         Test Cases: Some test cases are missing or not comprehensive. 
         Documentation: Some parts of the code are not adequately documented. 
         Code Quality: The code is mostly clean and well-organized but may have minor issues in naming conventions 
        or structure. 
        C GRADE REQUIREMENTS: 
        Submission: The assignment is submitted on time to D2L with all required files and a link to GitLab with the TA as a 
        developer. 
        Code Explanation: The student satisfactorily answers the tutorial leader's questions about the code and clearly 
        understands the implementation. 
        One or more of the following apply: 
         Limited Functionality: File reading/user input is complete, but other methods/mechanics are not. 
         Limited/No Test Cases: Some test cases are missing or not comprehensive. 
         Limited/No Documentation: Some parts of the code are not adequately documented. 
         Code Quality: The code is mostly clean and well-organized but may have minor naming conventions or 
        structure issues. 
         

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












         

        掃一掃在手機打開當前頁
      1. 上一篇:代做MLE 5217、代寫Python程序設計
      2. 下一篇:代寫ECE 4122、代做C++編程語言
      3. 無相關信息
        合肥生活資訊

        合肥圖文信息
        出評 開團工具
        出評 開團工具
        挖掘機濾芯提升發動機性能
        挖掘機濾芯提升發動機性能
        戴納斯帝壁掛爐全國售后服務電話24小時官網400(全國服務熱線)
        戴納斯帝壁掛爐全國售后服務電話24小時官網
        菲斯曼壁掛爐全國統一400售后維修服務電話24小時服務熱線
        菲斯曼壁掛爐全國統一400售后維修服務電話2
        美的熱水器售后服務技術咨詢電話全國24小時客服熱線
        美的熱水器售后服務技術咨詢電話全國24小時
        海信羅馬假日洗衣機亮相AWE  復古美學與現代科技完美結合
        海信羅馬假日洗衣機亮相AWE 復古美學與現代
        合肥機場巴士4號線
        合肥機場巴士4號線
        合肥機場巴士3號線
        合肥機場巴士3號線
      4. 上海廠房出租 短信驗證碼 酒店vi設計

        主站蜘蛛池模板: 久久久国产精品亚洲一区| 日本一区高清视频| 国产成人无码一区二区在线观看| 精品久久一区二区三区| 国产视频一区二区在线观看| 国产精品特级毛片一区二区三区 | 国产日韩综合一区二区性色AV| 无码精品人妻一区二区三区AV| 精品国产一区二区三区麻豆| 国产一区二区三区免费观在线| 国产精品成人免费一区二区| 末成年女AV片一区二区| 色狠狠一区二区三区香蕉蜜桃| 国产在线观看精品一区二区三区91| 在线视频一区二区| 亚洲AV综合色区无码一区爱AV| 一区二区网站在线观看| 在线精品日韩一区二区三区| 亚洲乱码一区av春药高潮| 又硬又粗又大一区二区三区视频| 国产一区二区三区在线免费观看| 亚洲av色香蕉一区二区三区蜜桃| 亚洲电影一区二区| 亚洲不卡av不卡一区二区| 中文字幕精品亚洲无线码一区| 黑人一区二区三区中文字幕| 成人精品视频一区二区| 无码国产精品一区二区免费I6| 亚洲AV成人一区二区三区在线看| 亚洲AV无码一区二区乱孑伦AS | 制服美女视频一区| 午夜DV内射一区区| 性色AV一区二区三区无码| 欧美日韩精品一区二区在线视频| 亚洲一区二区三区免费观看| 亚洲午夜精品一区二区| 日本免费一区二区三区四区五六区| 国产主播一区二区| 午夜影视日本亚洲欧洲精品一区 | 国产在线观看一区二区三区| 无码人妻精品一区二区三区9厂|