Question: Player needs a way to accept a value and rebuce their healthpts Player needs a way to attack by consunicating an attack value Figure 1
Player needs a way to accept a value
and rebuce their healthpts
Player needs a way to attack by
consunicating an attack value
Figure
Figure CST Fantasy Fighting Game Design
The purpose of this assignment is to assess your ability to do the following:
Develop an object model for a process.
Design a computingbased solution to meet a given set of computing
requirements.
This assignment is the first part of a twopart assignment that creates a textbasedfantasy arena combat game. For this assignment, you will design the classes and the logic for your game. The criteria for the "Fantasy Fighting Arena Game Design" are as follows:
The game consists of two main elements: a store to buy equipment eg better weapons, better armor, more max health and an arena in which to fight for money.
The game provides the ability to save your player progress use file IO for this
The game provides the ability to load your player through command line prompt.
The game provides the ability for the player to view their character sheet at will.
Inheritance and composition are used to create the items and enemies.
Step : Develop an object model for a process
Identify and organize your objects using the principles of inheritance and object composition. Create UML diagrams for your objects. Be sure that your diagrams model both the objects and any applicable relationships. For example, you may have a Potion object that is extended by a HealthPotion, a BarteringPotion, and a SmithingPotion. Your UML diagram should represent this and other object relationships. Your game will need objects for a store, arena, players, inventory items, and player stats. Add any additional classes as necessary.
Be sure that you consider how information will be communicated between objects.
Consider the following example:
Figure shown on image, first one
Other tips:
Make each class independent from other classes unless you are using inheritance or aggregation to build your objects.
Make class functions single purpose. For example, if you design an attack function, then the function should handle the attack and nothing else no input, output, changing of weapons, etc.
Step : Design the solution
Develop a flowchart for your game. Your driver program, main will consist of two main elements: a store to buy equipment better weapons, better armor, more max health and an arena in which to fight. Your flowcharts should utilize objects and function calls wherever possible see Figure
Do not write overcomplicated logic for this. Use abstraction to write your initial flowchart. Refine it as necessary until all functional detail is depicted. Figure gives an example of using abstraction in a flowchart. The process arena::fight is represented as an abstract idea in the flowchart on the left, placing the focus on the overall program logic. The flowchart on the right refines the abstraction by providing stepbystep instructions for fight
Figure shown on image, second one
This first part of the assignment should be a flowchart and a UML of all classes. Refer to the next part.
PART TWO
CST Fantasy Fighting Game Implementation
The purpose of this assignment is to assess your ability to do the following:
Implement an objectoriented computingbased solution to meet a given set of computing requirements.
This assignment is the second part of a twopart assignment that creates a textbased fantasy arena combat game. For this assignment, you will implement the classes and the logic for your game. Your classes and your game logic should follow the model you created in the design phase of the project.
Step :
Start by implementing your classes. Test each class as you implement it
Step :
Write your driver logic last. This logic might occur in your main method or it might be in a fight function inside the Arena, depending upon how you organized your program logic. Write functions whenever possible so that your program logic is modular and easy to follow.
PLEASE PROVIDE THE UML, FLOWCHART, AND ALL CLASSES AND IMPLEMENTATION OF A PROGRAM.
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