CSSE1001程序语言讲解、辅导CSS,Python编程、辅导c+,java程序 讲解留学生Processing|调试C/C++编程
- 首页 >> Java编程 CSSE1001 Assignment 3
Due 8pm, Friday 28th May 2021
1 Introduction
In Assignment 2 you implemented a text-based game, EndOfDayz. This game was intentionally
structured in such a way that the modelling logic and the view classes for displaying content
to the user could be modified fairly independently. In this assignment, you will exchange the
text-based interface of EndOfDayz with a more sophisticated tkinter-based Graphical User Interface
(GUI), and implement additional functionality. You can find information about tkinter
in this introduction to tkinter1 and in this tkinter reference2
.
In Assignment 3 the user is presented with a map, on which entities are represented by either
coloured squares or images. As opposed to Assignment 2, where the step event was triggered
by user input, in this assignment the step event is triggered every second for all entities other
than the player. The player’s behaviour is triggered by key presses.
1.1 Variations from Assignment 2
When the player picks up an item, that item is added to an inventory, but not immediately
applied. The inventory is displayed to the right of the game map. The user can activate and
deactivate items by left clicking on them in the inventory. When an item is activated, it should
begin working, and its lifetime should decrease by 1 every second. An example of the final
game is shown in Figure 1. Additonally, the player can no longer run into a zombie to remove
it from the game.
2 Tips and Hints
This assignment is split into two tasks, with an additional task for CSSE7030 students. The
number of marks associated with each task is not an indication of difficulty. Task 1 may take
less effort than task 2, yet is worth significantly more marks. A fully functional attempt at task
1 will likely earn more marks than attempts at both task 1 and task 2 that have many errors
throughout. Likewise, a fully functional attempt at a single part of task 1 will likely earn more
marks than an attempt at all of task 1 that has many errors throughout. While you should
be testing regularly throughout the coding process, at the minimum you should not move on
to task 2 until you have convinced yourself (through testing) that task 1 works relatively well.
If you are a CSSE7030 student, you should not attempt the CSSE7030 task until you have
convinced yourself (through testing) that task 1 and task 2 both work relatively well.
Except where specified, minor differences in the look (e.g. colours, fonts, etc.) of the GUI are
acceptable. Except where specified, you are only required to do enough error handling such
that regular game play does not cause your program to crash or error. If an attempt at a feature
causes your program to crash or behave in a way that testing other functionality becomes
difficult, comment it out before submitting your assignment. Your marker will not modify your
code in order to test functionality.
You must only make use of libraries listed in Appendix A. Importing anything that is not in
this list will result in a deduction of up to 100%.
You may use any course provided code in your assignment. This includes any code from the
support files or sample solutions for previous assignments from this semester only, as well as
any lecture or tutorial code provided to you by course staff. However, it is your responsibility
to ensure that this code is styled appropriately, and is an appropriate and correct approach to
the problem you are addressing.
2
3 Task 1: Basic Gameplay
Task 1 requires you to implement a functional GUI-based version of EndOfDayz. At the end
of this task your game should look like Figure 2. There are three major sections to the GUI; a
heading label at the top, the game map (bottom left), and the inventory (bottom right).
Figure 2: Example game at the end of task 1.
To complete this task you will need to implement various view classes, including a basic
graphical interface, which handles most of the event handling that was previously handled
in TextInterface and its subclasses. You must use the supplied Assignment 2 solution for
most of the modelling, as this solution contains additional functionality that was not required
in your Assignment 2. You may create additional modelling classes if they benefit your solution.
User input events should cause behaviour as per Table 1.
Event Behaviour
Key Press: ‘w’ Player moves up one square if the map permits.
Key Press: ‘a’ Player moves left one square if the map permits.
Key Press: ‘s’ Player moves down one square if the map permits.
Key Press: ‘d’ Player moves right one square if the map permits.
Left click on
inventory view
If the left click occurs anywhere on a row containing an item, the ‘activated’
status of that item is toggled (see Section 3.2.3 for details). If the left click
occurs elsewhere nothing should happen (in particular no errors should occur).
Table 1: Task 1 events and their corresponding behaviours.
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The player can move independently of the step events. That is, the player can move multiple
times within the space of a single step event for the other entities.
When the player wins or loses the game they should be informed of the outcome via a messagebox,
and asked whether they would like to play again. If the user opts to play again, the current
game should be reset to its initial state and the user should be able to replay the game. If they
opt not to play again the program should terminate. Hint: tkinter’s messagebox.askquestion
or messagebox.askyesno may be useful in achieving this.
The following sub-sections outline the recommended structure for your code. You will benefit
from writing these classes in parallel, but you should still test individual methods as you write
them. Within this section we outline some methods that may be useful to write in the view
classes for task 1. Type hints are omitted, as it is up to you to determine what these should
be. These lists are not necessarily complete and you may include additional methods if they
improve the design of your classes. You may also need to add more methods to these classes
for task 2 and/or the CSSE7030 task.
3.1 Model Classes
Model classes should be defined as per Assignment 2. You may add more modelling classes if
they improve the code. You may modify the classes as you see fit, but any changes must be
submitted with your assignment.
3.2 View Classes
You must implement view classes for the game map and the inventory. However, because these
widgets can both be represented by grids of rectangles, you should create an abstract class to
factor out the shared functionality.
3.2.1 AbstractGrid
AbstractGrid is an abstract view class which inherits from tk.Canvas and provides base
functionality for other view classes. An AbstractGrid can be thought of as a grid with a set
number of rows and columns, which supports creation of text at specific positions based on row
and column. The number of rows may differ from the number of columns, and the cells may
be non-square. You must define the constructor for the AbstractGrid class as:
• init (self, master, rows, cols, width, height, **kwargs): The parameters rows
and cols are the number of rows and columns in the grid, width and height are the
width and height of the grid (in pixels) and **kwargs signifies that any additional named
arguments supported by tk.Canvas should also be supported by AbstractGrid.
The following methods may be useful to include in the AbstractGrid class.
• get bbox(self, position): Returns the bounding box for the (row, column) position;
this is a tuple containing information about the pixel positions of the edges of the shape,
in the form (x min, y min, x max, y max).
• pixel to position(self, pixel): Converts the (x, y) pixel position (in graphics units)
to a (row, column) position.
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• get position center(self, position): Gets the graphics coordinates for the center
of the cell at the given (row, column) position.
• annotate position(self, position, text): Annotates the center of the cell at the
given (row, column) position with the provided text.
3.2.2 BasicMap
BasicMap is a view class which inherits from AbstractGrid. Entities are drawn on the map
using coloured rectangles at different (row, column) positions. You must annotate the rectangles
of all entities with what they represent (as per Figure 2). You must use the create rectangle
and create text methods from tk.Canvas to achieve this. The colours representing each
entity are:
• Zombies: Light green (#B8D58E)
• Pickups: Light purple (#E5E1EF)
• Player and Hospital: Dark purple with white text (#371D33)
• Background: Light brown (#B5B28F)
Your program should work for reasonable map sizes, and you may assume that the map will
always be square (i.e. the number of rows will always be equal to the number of columns). The
BasicMap class should be instantiated as BasicMap(master, size, **kwargs). The size parameter
is the number of rows (= number of columns) in the grid. Each rectangle should be 50
pixels high and 50 pixels wide. You should set the background colour of the BasicMap instance
by using the kwargs.
It may be useful to add the following method to the BasicMap class:
• draw entity(self, position, tile type): Draws the entity with tile type at the
given position using a coloured rectangle with superimposed text identifying the entity.
3.2.3 InventoryView
InventoryView is a view class which inherits from AbstractGrid and displays the items the
player has in their inventory. This class also provides a mechanism through which the user can
activate an item held in the player’s inventory. When a player picks up an item it is added to
the inventory and displayed in the next free row in the inventory view, along with its maximum
lifetime. Unlike in Assignment 2, the item is not immediately applied. Instead, when the user
left clicks on the InventoryView in the row displaying that item, the item is:
• ‘Activated’ if the item was not already activated and no other item is currently active.
Only one item may be active at any given time. Once activated, the row of the inventory
view should be highlighted as per Figure 2, the lifetime should begin to decrease by 1
every game step (i.e. every second), and this change in lifetime should be reflected in the
inventory view.
• ‘Deactivated’ if the item was activated. The item should no longer be highlighted, the
lifetime countdown should stop, and the effects on the player should cease. A deactivated
item can be reactivated, but the lifetime starts from where it left off.
Once the lifetime reaches 0, the item is no longer applied to the player and is removed from
the InventoryView. Any items below the newly expired item should move up one row to avoid
any empty space between items. The InventoryView should have two columns and a width
set according to the INVENTORY WIDTH constant in constants.py. The number of rows in the
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inventory (including the header row) should be equal to the number of rows in the game, and
the height should be equal to the height of the game map. You may assume that the maximum
number of items is always 1 less than the number of rows in the game.
In Assignment 2 the direction for firing the crossbow was determined by text input from the
user. In Assignment 3, once the crossbow is activated the user should press the up, down, left,
or right arrows on the keyboard to fire the crossbow in that direction. A single crossbow can
be fired multiple times until its lifetime expires and it is removed from the inventory.
The constructor for the InventoryView class must be as follows:
• init (self, master, rows, **kwargs): The parameter rows should be set to the
number of rows in the game map.
The following are suggested methods to include in this class:
• draw(self, inventory): Draws the inventory label and current items with their remaining
lifetimes.
• toggle item activation(self, pixel, inventory): Activates or deactivates the item
(if one exists) in the row containing the pixel.
3.2.4 BasicGraphicalInterface
The BasicGraphicalInterface should manage the overall view (i.e. constructing the three
major widgets) and event handling. The constructor should be defined as:
• init (self, root, size): The parameter root represents the root window and size
represents the number of rows (= number of columns) in the game map. This method
should draw the title label, and instantiate and pack the BasicMap and InventoryView.
The following are suggested methods to include in this class:
• inventory click(self, event, inventory): This method should be called when the
user left clicks on inventory view. It must handle activating or deactivating the clicked
item (if one exists) and update both the model and the view accordingly.
• draw(self, game): Clears and redraws the view based on the current game state.
• move(self, game, direction): Handles moving the player and redrawing the game.
It may be easiest to create a new method to handle the ‘’ event, which calls
move with the relevant arguments.
• step(self, game): The step method is called every second. This method triggers the
step method for the game and updates the view accordingly. Note: The .after method
for tkinter widgets may be useful when trying to get this method to run every second.
• play(self, game): Binds events and initialises gameplay. This method will need to be
called on the instantiated BasicGraphicalInterface in main to commence gameplay.
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3.3 main function
The main function is provided as part of the support code, it:
1. Loads in the game file specified by the MAP FILE constant in constants.py as an AdvancedGame.
Note that the displayed map must change appropriately to reflect the map in the file when
this constant is changed.
2. Constructs the root tk.Tk instance.
3. Constructs the interface instance.
4. Causes gameplay to commence.
4 Task 2: Images, StatusBar, File Menu, and High Scores
Task 2 requires you to add additional features to enhance the game’s look and functionality.
Figure 1 gives an example of the game at the end of task 2.
Note: Your task 1 functionality must still be testable. When your program is run with
the TASK constant in constants.py set to 1, the game should display only task 1 features.
When your program is run with the TASK constant set to 2, the game should display all attempted
task 2 features. There should be no task 2 features visible when running the game in
task 1 mode. In order to do this, it is strongly recommended that you create a new interface
class that extends the functionality of the BasicGraphicalInterface class.
4.1 StatusBar and Banner
Add a StatusBar class that inherits from tk.Frame. In this frame, you should include:
• The chaser and chasee images (see images folder).
• A game timer displaying the number of minutes and seconds the user has been playing
the current game.
• A moves counter, displaying how many moves the player has made in the current game.
• A ‘Quit Game’ button, which ends the program.
• A ‘Restart Game’ button, which allows the user to start the game again. This must reset
the information on the status bar, as well as setting the map back to how it appeared
at the start of the game. Clicking the ‘Restart Game’ button after game play is finished
should start a new game.
You should add the banner image at the top of the interface, where in task 1 there was a title
label. For full marks, the layout of the status bar and positioning of the banner
must be as per Figure 1. You may find the Pillow library useful for resizing the banner
image.
4.2 Images
Create a new view class, ImageMap, that extends your existing BasicMap class. This class
should behave similarly to BasicMap, except that images should be used to display each square
rather than rectangles (see the provided images folder). The game map should be set up as an
ImageMap in task 2, but you should still provide a functional BasicMap class that allows us to
test your task 1 functionality when TASK=1.
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4.3 File Menu
Add a file menu with the options described in Table 2. Note that on Windows this will appear
at the top of the game window, whereas on Mac this will appear at the top of your screen. For
saving and loading files, you must design an appropriate file format to store information about
game state. You may use any format you like, as long as your save and load functionality work
together to allow the current state of the game to be restored. Reasonable actions by the user
(e.g. trying to load a non-game file) should be handled appropriately (e.g. with a pop-up to
inform the user that something went wrong).
Option Behaviour
Restart game Restart the current game to its initial state.
Save game Prompt the user for the location to save their file (using an appropriate method
of your choosing) and save all necessary information to replicate the current
state of the game.
Load game Prompt the user for the location of the file to load a game from and load the
game described in that file.
Quit Prompt the player via a messagebox to ask whether they are sure they would
like to quit. If no, do nothing. If yes, quit the game (window should close and
program should terminate).
Table 2: File menu options.
4.4 High Scores
To complete this task, you must add a ‘High scores’ option to the file menu. Selecting this
option should create a top level window displaying an ordered leaderboard of the best (i.e.
lowest) time achieved by users in the game (up to the top 3); see Figure 3. These scores should
persist even if the app is run again.
Figure 3: High score window.
When the player wins or loses all entities should stop moving and the game timer should be
stopped. You must inform the player of their outcome and, if the player has won, you must
prompt them for their name to display next to their score (game time in seconds) in the high
scores table if they are within the top 3; see Figure 4. Regardless of the outcome (win or loss)
you must enable the user to play again (i.e. restart the game). If the user opts not to play
again, the window should remain open, displaying the final game state. You will need to write
high score information to a file (see constants.py for the high scores filename), and read from
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that file. You must ensure that if a file does not yet exist for these high scores, reading from and
writing to such a file does not cause errors in your program. Requesting to see the leaderboard
when no file exists yet should cause a window with only the ‘High Scores’ heading and ‘Done’
button to display. Entering a new high score when no file exists yet should cause a file to be
created.
Figure 4: Prompt for name on game win.
5 CSSE7030 Task: Animations and Time Machines
All CSSE7030 tasks are required to only be visible when the TASK constant in constants.py is
set to 3. Like with task 2, you should create a new interface class that extends the functionality
of your task 2 interface class.
5.1 Animations
For this task you are required to animate the firing of the crossbow. When the crossbow is fired
at a zombie the arrow image should be oriented from the player in the direction that it is being
fired, and should move in that direction one square at a time (fairly quickly; the exact speed
is up to you but it needs to be reasonable). The arrow should not fire if there is no zombie in
its path at the time of firing. If the arrow reaches the zombie, the zombie should immediately
be removed from both the model and view (i.e. you should not wait until the next game step
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to show this update on the view). If the zombie was in the path of the arrow but moves out of
the way before the arrow reaches it, then it has avoided the arrow and should not be removed.
You should enable multiple arrows to be fired in succession from the same crossbow (i.e. you
should provide support for multiple animations to display at once).
5.2 Time Machines
You are required to add an extra pickup item, TimeMachine. This item has an infinite lifetime,
but each instance can only be applied to the player once. If the player runs into a zombie
while holding a time machine, the player will ‘use’ their time machine to travel back 5 steps
(here, steps refers to player moves, rather than game timesteps). If there have been fewer than
5 steps in the current game, the game is essentially reset. Once the time machine has been
used, the game (including the status bar) should be identical to how it was 5 steps in the
past, and one time machine should be removed from the inventory. You will need to source or
create an appropriate image for the time machines and submit this with your solution. The
display method for the TimeMachine class must return the TIME MACHINE constant from the
constants.py file, as we will test your code by using the character in this constant to represent
time machines in the game file.
6 Marks Breakdown
Your total mark will be made up of functionality and style marks. Functionality marks are
worth 14 of the 20 available marks for CSSE1001 students and 20 of the 25 available marks for
CSSE7030 students. Style marks are worth the remaining marks and will be assessed according
to the criteria provided in Section 9. Your style mark will be calculated according to:
CSSE1001 Final style mark = Style rubric mark ∗ min(7, Functionality mark)/7
CSSE7030 Final style mark = Style rubric mark ∗ min(15, Functionality mark)/15
Your assignment will be marked by a tutor who will run your a3.py file and evaluate the completeness
and correctness of the tasks you have implemented, and the quality of your code style.
Table 3 outlines the breakdown of functionality marks for the assignment.
Feature CSSE1001 Marks CSSE7030 Marks
Display Game GUI 2 2
Player Movement 2 2
Zombie Movement 2 2
Activate Inventory Item 1 1
Fire Crossbow 2 2
StatusBar and Banner 1.5 1.5
Images 1 1
File Menu 1.5 1.5
High Scores 1 1
Arrow Animation 0 4
Time Machine 0 2
Total 14 20
Table 3: Marks breakdown.
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7 Assignment Submission
Your assignment must be submitted via the assignment three submission link on Gradescope.
You are encouraged to separate your code into multiple files (in a logical way), but the main
file that your tutor will run to execute your program must be named a3.py. You do not
need to resubmit any files supplied to you (e.g. the images or map files). You do not need to
resubmit a2 solution.py, unless you have made changes to the model. You should not have
made significant changes to the a2 solution.py file (i.e. you should not be writing all of your
code in this file).
Late submission of the assignment will not be accepted. In the event of exceptional circumstances,
you may submit a request for an extension following the process described in the course
profile. All requests for extension, including supporting documentation, must be submitted at
least 48 hours prior to the submission deadline.
8 Appendices
8.1 Appendix A: Permitted Libraries
You will need the following libraries to implement a working solution:
1. tkinter
2. tkinter.messagebox
3. PIL
4. random (imported in the assignment 2 solution)
You may import the following libraries if you wish (but do not need them to create a working
solution):
1. math
2. typing
Use of any other libraries (including built-in libraries) is not permitted and will be penalised
by a deduction of up to 100% of the Assignment 3 mark.
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9 Style Rubric
Proficient Competent Novice
Readability
(20%)
All code is clear and easy to read. Identifier
names are descriptive and informative.
Whitespace and formatting enhance
ease of comprehending logic. Code
adheres to style guide.
The code is fairly easy to read. Most
identifier names are descriptive and informative.
Whitespace and formatting
usually enhances ease of comprehending
logic. Code has only a few, minor,
breaches of the style guide.
Parts of the code are difficult to follow.
Several identifier names are not descriptive
or informative. In places, whitespace
and formatting detract from comprehending
logic. Parts of the code do
not adhere to style guide.
Documentation
(25%)
Almost all comments enhance comprehensibility
of the code and design. All
modules, classes, methods and functions
are clearly and concisely described
via informative and complete docstrings.
All important or complex blocks of logic
are clarifed by informative comments.
No comments are extraneous.
Most comments enhance comprehensibility
of the code and design. Most modules,
classes, methods and functions are
clearly and concisely described via informative
and complete docstrings. Most
important or complex blocks of logic are
clarifed by informative comments. Almost
no comments are extraneous.
Only some comments enhance comprehensibility
of the code and design. Some
modules, classes, methods and functions
are clearly and concisely described
via informative and complete docstrings.
Some important or complex blocks of
logic are clarifed by informative comments.
Some comments are extraneous.
Algorithmic Logic &
Design
(25%)
Code is modular, minimising duplication
of logic and keeping data as local as possible.
Symbolic constants are used to
minimise dependency on literal values.
Logic is expressed succinctly and clearly
through the use of appropriate control
structures.
Most code is modular, minimising duplication
of logic and keeping data as local
as possible. Symbolic constants are usually
used to minimise dependency on literal
values. Logic is usually expressed
clearly through the use of appropriate
control structures.
Some code is not modular, resulting in
duplication of logic or excessive sharing
of data. Symbolic constants are only occassionally
used to minimise dependency
on literal values. Some logic is not clear
or uses inappropriate control structures.
Object-Oriented
Program Structure
(30%)
Almost all classes represent single, selfcontained,
concepts in the program. The
GUI’s view and control logic is clearly
separated from the model. Objects do
not break encapsulation by accessing attributes
of other objects. Public interfaces
of classes provide a simple and clear
abstraction of how to use objects of the
class. Inheritance simplifies the design.
Polymorphism allows the design to be
easily extended.
Most classes represent single, selfcontained,
concepts in the program. The
GUI’s view and control logic is mostly
separated from the model. Objects do
not break class interfaces by accessing
attributes of objects of other class types.
Public interfaces of most classes provide
a clear abstraction of how to use objects
of the class. Inheritance usually simpli-
fies the design. Polymorphism allows the
design to be extended in some ways.
Only some classes represent single, selfcontained,
concepts in the program. In
parts of the program, the GUI’s view
and control logic are not clearly separated
from the model. Objects break
class interfaces by accessing attributes of
objects of other class types. Many methods
are made public, when they should
be private, or a few attributes are public.
Some use of inheritance complicates
the design. Polymorphism does not allow
the design to be extended easily.
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Due 8pm, Friday 28th May 2021
1 Introduction
In Assignment 2 you implemented a text-based game, EndOfDayz. This game was intentionally
structured in such a way that the modelling logic and the view classes for displaying content
to the user could be modified fairly independently. In this assignment, you will exchange the
text-based interface of EndOfDayz with a more sophisticated tkinter-based Graphical User Interface
(GUI), and implement additional functionality. You can find information about tkinter
in this introduction to tkinter1 and in this tkinter reference2
.
In Assignment 3 the user is presented with a map, on which entities are represented by either
coloured squares or images. As opposed to Assignment 2, where the step event was triggered
by user input, in this assignment the step event is triggered every second for all entities other
than the player. The player’s behaviour is triggered by key presses.
1.1 Variations from Assignment 2
When the player picks up an item, that item is added to an inventory, but not immediately
applied. The inventory is displayed to the right of the game map. The user can activate and
deactivate items by left clicking on them in the inventory. When an item is activated, it should
begin working, and its lifetime should decrease by 1 every second. An example of the final
game is shown in Figure 1. Additonally, the player can no longer run into a zombie to remove
it from the game.
2 Tips and Hints
This assignment is split into two tasks, with an additional task for CSSE7030 students. The
number of marks associated with each task is not an indication of difficulty. Task 1 may take
less effort than task 2, yet is worth significantly more marks. A fully functional attempt at task
1 will likely earn more marks than attempts at both task 1 and task 2 that have many errors
throughout. Likewise, a fully functional attempt at a single part of task 1 will likely earn more
marks than an attempt at all of task 1 that has many errors throughout. While you should
be testing regularly throughout the coding process, at the minimum you should not move on
to task 2 until you have convinced yourself (through testing) that task 1 works relatively well.
If you are a CSSE7030 student, you should not attempt the CSSE7030 task until you have
convinced yourself (through testing) that task 1 and task 2 both work relatively well.
Except where specified, minor differences in the look (e.g. colours, fonts, etc.) of the GUI are
acceptable. Except where specified, you are only required to do enough error handling such
that regular game play does not cause your program to crash or error. If an attempt at a feature
causes your program to crash or behave in a way that testing other functionality becomes
difficult, comment it out before submitting your assignment. Your marker will not modify your
code in order to test functionality.
You must only make use of libraries listed in Appendix A. Importing anything that is not in
this list will result in a deduction of up to 100%.
You may use any course provided code in your assignment. This includes any code from the
support files or sample solutions for previous assignments from this semester only, as well as
any lecture or tutorial code provided to you by course staff. However, it is your responsibility
to ensure that this code is styled appropriately, and is an appropriate and correct approach to
the problem you are addressing.
2
3 Task 1: Basic Gameplay
Task 1 requires you to implement a functional GUI-based version of EndOfDayz. At the end
of this task your game should look like Figure 2. There are three major sections to the GUI; a
heading label at the top, the game map (bottom left), and the inventory (bottom right).
Figure 2: Example game at the end of task 1.
To complete this task you will need to implement various view classes, including a basic
graphical interface, which handles most of the event handling that was previously handled
in TextInterface and its subclasses. You must use the supplied Assignment 2 solution for
most of the modelling, as this solution contains additional functionality that was not required
in your Assignment 2. You may create additional modelling classes if they benefit your solution.
User input events should cause behaviour as per Table 1.
Event Behaviour
Key Press: ‘w’ Player moves up one square if the map permits.
Key Press: ‘a’ Player moves left one square if the map permits.
Key Press: ‘s’ Player moves down one square if the map permits.
Key Press: ‘d’ Player moves right one square if the map permits.
Left click on
inventory view
If the left click occurs anywhere on a row containing an item, the ‘activated’
status of that item is toggled (see Section 3.2.3 for details). If the left click
occurs elsewhere nothing should happen (in particular no errors should occur).
Table 1: Task 1 events and their corresponding behaviours.
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The player can move independently of the step events. That is, the player can move multiple
times within the space of a single step event for the other entities.
When the player wins or loses the game they should be informed of the outcome via a messagebox,
and asked whether they would like to play again. If the user opts to play again, the current
game should be reset to its initial state and the user should be able to replay the game. If they
opt not to play again the program should terminate. Hint: tkinter’s messagebox.askquestion
or messagebox.askyesno may be useful in achieving this.
The following sub-sections outline the recommended structure for your code. You will benefit
from writing these classes in parallel, but you should still test individual methods as you write
them. Within this section we outline some methods that may be useful to write in the view
classes for task 1. Type hints are omitted, as it is up to you to determine what these should
be. These lists are not necessarily complete and you may include additional methods if they
improve the design of your classes. You may also need to add more methods to these classes
for task 2 and/or the CSSE7030 task.
3.1 Model Classes
Model classes should be defined as per Assignment 2. You may add more modelling classes if
they improve the code. You may modify the classes as you see fit, but any changes must be
submitted with your assignment.
3.2 View Classes
You must implement view classes for the game map and the inventory. However, because these
widgets can both be represented by grids of rectangles, you should create an abstract class to
factor out the shared functionality.
3.2.1 AbstractGrid
AbstractGrid is an abstract view class which inherits from tk.Canvas and provides base
functionality for other view classes. An AbstractGrid can be thought of as a grid with a set
number of rows and columns, which supports creation of text at specific positions based on row
and column. The number of rows may differ from the number of columns, and the cells may
be non-square. You must define the constructor for the AbstractGrid class as:
• init (self, master, rows, cols, width, height, **kwargs): The parameters rows
and cols are the number of rows and columns in the grid, width and height are the
width and height of the grid (in pixels) and **kwargs signifies that any additional named
arguments supported by tk.Canvas should also be supported by AbstractGrid.
The following methods may be useful to include in the AbstractGrid class.
• get bbox(self, position): Returns the bounding box for the (row, column) position;
this is a tuple containing information about the pixel positions of the edges of the shape,
in the form (x min, y min, x max, y max).
• pixel to position(self, pixel): Converts the (x, y) pixel position (in graphics units)
to a (row, column) position.
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• get position center(self, position): Gets the graphics coordinates for the center
of the cell at the given (row, column) position.
• annotate position(self, position, text): Annotates the center of the cell at the
given (row, column) position with the provided text.
3.2.2 BasicMap
BasicMap is a view class which inherits from AbstractGrid. Entities are drawn on the map
using coloured rectangles at different (row, column) positions. You must annotate the rectangles
of all entities with what they represent (as per Figure 2). You must use the create rectangle
and create text methods from tk.Canvas to achieve this. The colours representing each
entity are:
• Zombies: Light green (#B8D58E)
• Pickups: Light purple (#E5E1EF)
• Player and Hospital: Dark purple with white text (#371D33)
• Background: Light brown (#B5B28F)
Your program should work for reasonable map sizes, and you may assume that the map will
always be square (i.e. the number of rows will always be equal to the number of columns). The
BasicMap class should be instantiated as BasicMap(master, size, **kwargs). The size parameter
is the number of rows (= number of columns) in the grid. Each rectangle should be 50
pixels high and 50 pixels wide. You should set the background colour of the BasicMap instance
by using the kwargs.
It may be useful to add the following method to the BasicMap class:
• draw entity(self, position, tile type): Draws the entity with tile type at the
given position using a coloured rectangle with superimposed text identifying the entity.
3.2.3 InventoryView
InventoryView is a view class which inherits from AbstractGrid and displays the items the
player has in their inventory. This class also provides a mechanism through which the user can
activate an item held in the player’s inventory. When a player picks up an item it is added to
the inventory and displayed in the next free row in the inventory view, along with its maximum
lifetime. Unlike in Assignment 2, the item is not immediately applied. Instead, when the user
left clicks on the InventoryView in the row displaying that item, the item is:
• ‘Activated’ if the item was not already activated and no other item is currently active.
Only one item may be active at any given time. Once activated, the row of the inventory
view should be highlighted as per Figure 2, the lifetime should begin to decrease by 1
every game step (i.e. every second), and this change in lifetime should be reflected in the
inventory view.
• ‘Deactivated’ if the item was activated. The item should no longer be highlighted, the
lifetime countdown should stop, and the effects on the player should cease. A deactivated
item can be reactivated, but the lifetime starts from where it left off.
Once the lifetime reaches 0, the item is no longer applied to the player and is removed from
the InventoryView. Any items below the newly expired item should move up one row to avoid
any empty space between items. The InventoryView should have two columns and a width
set according to the INVENTORY WIDTH constant in constants.py. The number of rows in the
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inventory (including the header row) should be equal to the number of rows in the game, and
the height should be equal to the height of the game map. You may assume that the maximum
number of items is always 1 less than the number of rows in the game.
In Assignment 2 the direction for firing the crossbow was determined by text input from the
user. In Assignment 3, once the crossbow is activated the user should press the up, down, left,
or right arrows on the keyboard to fire the crossbow in that direction. A single crossbow can
be fired multiple times until its lifetime expires and it is removed from the inventory.
The constructor for the InventoryView class must be as follows:
• init (self, master, rows, **kwargs): The parameter rows should be set to the
number of rows in the game map.
The following are suggested methods to include in this class:
• draw(self, inventory): Draws the inventory label and current items with their remaining
lifetimes.
• toggle item activation(self, pixel, inventory): Activates or deactivates the item
(if one exists) in the row containing the pixel.
3.2.4 BasicGraphicalInterface
The BasicGraphicalInterface should manage the overall view (i.e. constructing the three
major widgets) and event handling. The constructor should be defined as:
• init (self, root, size): The parameter root represents the root window and size
represents the number of rows (= number of columns) in the game map. This method
should draw the title label, and instantiate and pack the BasicMap and InventoryView.
The following are suggested methods to include in this class:
• inventory click(self, event, inventory): This method should be called when the
user left clicks on inventory view. It must handle activating or deactivating the clicked
item (if one exists) and update both the model and the view accordingly.
• draw(self, game): Clears and redraws the view based on the current game state.
• move(self, game, direction): Handles moving the player and redrawing the game.
It may be easiest to create a new method to handle the ‘
move with the relevant arguments.
• step(self, game): The step method is called every second. This method triggers the
step method for the game and updates the view accordingly. Note: The .after method
for tkinter widgets may be useful when trying to get this method to run every second.
• play(self, game): Binds events and initialises gameplay. This method will need to be
called on the instantiated BasicGraphicalInterface in main to commence gameplay.
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3.3 main function
The main function is provided as part of the support code, it:
1. Loads in the game file specified by the MAP FILE constant in constants.py as an AdvancedGame.
Note that the displayed map must change appropriately to reflect the map in the file when
this constant is changed.
2. Constructs the root tk.Tk instance.
3. Constructs the interface instance.
4. Causes gameplay to commence.
4 Task 2: Images, StatusBar, File Menu, and High Scores
Task 2 requires you to add additional features to enhance the game’s look and functionality.
Figure 1 gives an example of the game at the end of task 2.
Note: Your task 1 functionality must still be testable. When your program is run with
the TASK constant in constants.py set to 1, the game should display only task 1 features.
When your program is run with the TASK constant set to 2, the game should display all attempted
task 2 features. There should be no task 2 features visible when running the game in
task 1 mode. In order to do this, it is strongly recommended that you create a new interface
class that extends the functionality of the BasicGraphicalInterface class.
4.1 StatusBar and Banner
Add a StatusBar class that inherits from tk.Frame. In this frame, you should include:
• The chaser and chasee images (see images folder).
• A game timer displaying the number of minutes and seconds the user has been playing
the current game.
• A moves counter, displaying how many moves the player has made in the current game.
• A ‘Quit Game’ button, which ends the program.
• A ‘Restart Game’ button, which allows the user to start the game again. This must reset
the information on the status bar, as well as setting the map back to how it appeared
at the start of the game. Clicking the ‘Restart Game’ button after game play is finished
should start a new game.
You should add the banner image at the top of the interface, where in task 1 there was a title
label. For full marks, the layout of the status bar and positioning of the banner
must be as per Figure 1. You may find the Pillow library useful for resizing the banner
image.
4.2 Images
Create a new view class, ImageMap, that extends your existing BasicMap class. This class
should behave similarly to BasicMap, except that images should be used to display each square
rather than rectangles (see the provided images folder). The game map should be set up as an
ImageMap in task 2, but you should still provide a functional BasicMap class that allows us to
test your task 1 functionality when TASK=1.
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4.3 File Menu
Add a file menu with the options described in Table 2. Note that on Windows this will appear
at the top of the game window, whereas on Mac this will appear at the top of your screen. For
saving and loading files, you must design an appropriate file format to store information about
game state. You may use any format you like, as long as your save and load functionality work
together to allow the current state of the game to be restored. Reasonable actions by the user
(e.g. trying to load a non-game file) should be handled appropriately (e.g. with a pop-up to
inform the user that something went wrong).
Option Behaviour
Restart game Restart the current game to its initial state.
Save game Prompt the user for the location to save their file (using an appropriate method
of your choosing) and save all necessary information to replicate the current
state of the game.
Load game Prompt the user for the location of the file to load a game from and load the
game described in that file.
Quit Prompt the player via a messagebox to ask whether they are sure they would
like to quit. If no, do nothing. If yes, quit the game (window should close and
program should terminate).
Table 2: File menu options.
4.4 High Scores
To complete this task, you must add a ‘High scores’ option to the file menu. Selecting this
option should create a top level window displaying an ordered leaderboard of the best (i.e.
lowest) time achieved by users in the game (up to the top 3); see Figure 3. These scores should
persist even if the app is run again.
Figure 3: High score window.
When the player wins or loses all entities should stop moving and the game timer should be
stopped. You must inform the player of their outcome and, if the player has won, you must
prompt them for their name to display next to their score (game time in seconds) in the high
scores table if they are within the top 3; see Figure 4. Regardless of the outcome (win or loss)
you must enable the user to play again (i.e. restart the game). If the user opts not to play
again, the window should remain open, displaying the final game state. You will need to write
high score information to a file (see constants.py for the high scores filename), and read from
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that file. You must ensure that if a file does not yet exist for these high scores, reading from and
writing to such a file does not cause errors in your program. Requesting to see the leaderboard
when no file exists yet should cause a window with only the ‘High Scores’ heading and ‘Done’
button to display. Entering a new high score when no file exists yet should cause a file to be
created.
Figure 4: Prompt for name on game win.
5 CSSE7030 Task: Animations and Time Machines
All CSSE7030 tasks are required to only be visible when the TASK constant in constants.py is
set to 3. Like with task 2, you should create a new interface class that extends the functionality
of your task 2 interface class.
5.1 Animations
For this task you are required to animate the firing of the crossbow. When the crossbow is fired
at a zombie the arrow image should be oriented from the player in the direction that it is being
fired, and should move in that direction one square at a time (fairly quickly; the exact speed
is up to you but it needs to be reasonable). The arrow should not fire if there is no zombie in
its path at the time of firing. If the arrow reaches the zombie, the zombie should immediately
be removed from both the model and view (i.e. you should not wait until the next game step
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to show this update on the view). If the zombie was in the path of the arrow but moves out of
the way before the arrow reaches it, then it has avoided the arrow and should not be removed.
You should enable multiple arrows to be fired in succession from the same crossbow (i.e. you
should provide support for multiple animations to display at once).
5.2 Time Machines
You are required to add an extra pickup item, TimeMachine. This item has an infinite lifetime,
but each instance can only be applied to the player once. If the player runs into a zombie
while holding a time machine, the player will ‘use’ their time machine to travel back 5 steps
(here, steps refers to player moves, rather than game timesteps). If there have been fewer than
5 steps in the current game, the game is essentially reset. Once the time machine has been
used, the game (including the status bar) should be identical to how it was 5 steps in the
past, and one time machine should be removed from the inventory. You will need to source or
create an appropriate image for the time machines and submit this with your solution. The
display method for the TimeMachine class must return the TIME MACHINE constant from the
constants.py file, as we will test your code by using the character in this constant to represent
time machines in the game file.
6 Marks Breakdown
Your total mark will be made up of functionality and style marks. Functionality marks are
worth 14 of the 20 available marks for CSSE1001 students and 20 of the 25 available marks for
CSSE7030 students. Style marks are worth the remaining marks and will be assessed according
to the criteria provided in Section 9. Your style mark will be calculated according to:
CSSE1001 Final style mark = Style rubric mark ∗ min(7, Functionality mark)/7
CSSE7030 Final style mark = Style rubric mark ∗ min(15, Functionality mark)/15
Your assignment will be marked by a tutor who will run your a3.py file and evaluate the completeness
and correctness of the tasks you have implemented, and the quality of your code style.
Table 3 outlines the breakdown of functionality marks for the assignment.
Feature CSSE1001 Marks CSSE7030 Marks
Display Game GUI 2 2
Player Movement 2 2
Zombie Movement 2 2
Activate Inventory Item 1 1
Fire Crossbow 2 2
StatusBar and Banner 1.5 1.5
Images 1 1
File Menu 1.5 1.5
High Scores 1 1
Arrow Animation 0 4
Time Machine 0 2
Total 14 20
Table 3: Marks breakdown.
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7 Assignment Submission
Your assignment must be submitted via the assignment three submission link on Gradescope.
You are encouraged to separate your code into multiple files (in a logical way), but the main
file that your tutor will run to execute your program must be named a3.py. You do not
need to resubmit any files supplied to you (e.g. the images or map files). You do not need to
resubmit a2 solution.py, unless you have made changes to the model. You should not have
made significant changes to the a2 solution.py file (i.e. you should not be writing all of your
code in this file).
Late submission of the assignment will not be accepted. In the event of exceptional circumstances,
you may submit a request for an extension following the process described in the course
profile. All requests for extension, including supporting documentation, must be submitted at
least 48 hours prior to the submission deadline.
8 Appendices
8.1 Appendix A: Permitted Libraries
You will need the following libraries to implement a working solution:
1. tkinter
2. tkinter.messagebox
3. PIL
4. random (imported in the assignment 2 solution)
You may import the following libraries if you wish (but do not need them to create a working
solution):
1. math
2. typing
Use of any other libraries (including built-in libraries) is not permitted and will be penalised
by a deduction of up to 100% of the Assignment 3 mark.
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9 Style Rubric
Proficient Competent Novice
Readability
(20%)
All code is clear and easy to read. Identifier
names are descriptive and informative.
Whitespace and formatting enhance
ease of comprehending logic. Code
adheres to style guide.
The code is fairly easy to read. Most
identifier names are descriptive and informative.
Whitespace and formatting
usually enhances ease of comprehending
logic. Code has only a few, minor,
breaches of the style guide.
Parts of the code are difficult to follow.
Several identifier names are not descriptive
or informative. In places, whitespace
and formatting detract from comprehending
logic. Parts of the code do
not adhere to style guide.
Documentation
(25%)
Almost all comments enhance comprehensibility
of the code and design. All
modules, classes, methods and functions
are clearly and concisely described
via informative and complete docstrings.
All important or complex blocks of logic
are clarifed by informative comments.
No comments are extraneous.
Most comments enhance comprehensibility
of the code and design. Most modules,
classes, methods and functions are
clearly and concisely described via informative
and complete docstrings. Most
important or complex blocks of logic are
clarifed by informative comments. Almost
no comments are extraneous.
Only some comments enhance comprehensibility
of the code and design. Some
modules, classes, methods and functions
are clearly and concisely described
via informative and complete docstrings.
Some important or complex blocks of
logic are clarifed by informative comments.
Some comments are extraneous.
Algorithmic Logic &
Design
(25%)
Code is modular, minimising duplication
of logic and keeping data as local as possible.
Symbolic constants are used to
minimise dependency on literal values.
Logic is expressed succinctly and clearly
through the use of appropriate control
structures.
Most code is modular, minimising duplication
of logic and keeping data as local
as possible. Symbolic constants are usually
used to minimise dependency on literal
values. Logic is usually expressed
clearly through the use of appropriate
control structures.
Some code is not modular, resulting in
duplication of logic or excessive sharing
of data. Symbolic constants are only occassionally
used to minimise dependency
on literal values. Some logic is not clear
or uses inappropriate control structures.
Object-Oriented
Program Structure
(30%)
Almost all classes represent single, selfcontained,
concepts in the program. The
GUI’s view and control logic is clearly
separated from the model. Objects do
not break encapsulation by accessing attributes
of other objects. Public interfaces
of classes provide a simple and clear
abstraction of how to use objects of the
class. Inheritance simplifies the design.
Polymorphism allows the design to be
easily extended.
Most classes represent single, selfcontained,
concepts in the program. The
GUI’s view and control logic is mostly
separated from the model. Objects do
not break class interfaces by accessing
attributes of objects of other class types.
Public interfaces of most classes provide
a clear abstraction of how to use objects
of the class. Inheritance usually simpli-
fies the design. Polymorphism allows the
design to be extended in some ways.
Only some classes represent single, selfcontained,
concepts in the program. In
parts of the program, the GUI’s view
and control logic are not clearly separated
from the model. Objects break
class interfaces by accessing attributes of
objects of other class types. Many methods
are made public, when they should
be private, or a few attributes are public.
Some use of inheritance complicates
the design. Polymorphism does not allow
the design to be extended easily.
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