You will build a space game. We provide ml-space as an example to guide you but...
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You will build a "space" game. We provide "ml-space" as an example to guide you but you may be creative within the restrictions we describe here. Please check the two associated grading rubrics for precise details of how marking will occur. One rubric will be completed by your marker without you present (the "Offline" grading rubric) and the other will be completed during your viva grading session (the "Viva" grading rubric). Note: the attached videos are an important part of the description and this page may receive updates to clarify certain points up to 2 weeks before the due date. Nothing will change, but things might get clarified. ML-Space: Is our demonstration of the concepts described here. You are encouraged to create your own graphical style or even to repurpose the mechanics in a new context. You should submit just one program with as many features as you can get done. We provide two demos at the bottom of this page Features Required We've added a note saying the week by which you will have learned the material to tackle this feature. Size: Week 2 The screen must be 500 pixels wide and 500 pixels high. Space Ship Week 2 There must be a space ship on starting at the top left of the screen (but completely visible) The ship may be a simple shape or something more complex. Ship movement: Week 4 The ship will move down if the user holds the 's' key, and up in the user holds the w key Ship movement: Week 4 The ship will move down if the user holds the 's' key, and up in the user holds the 'w' key. Note: • You may not use images (i.e. Plmage, sprites, png, jpg, gif) for your player. They must be made from Processing shapes (ellipse, circle, rect, arc, etc). As the ship moves down, it should show a "turning" version that looks as if it is tilted, similarly for as the ship moves up. Shooting: Week 4 When the user presses the space key a missile is fired from the front of the ship and moves rightwards until leaving the screen. The user can't fire another missile until the first is off the screen. Collision: Week 4 Add a "moon" moving from the right-hand side of the screen towards the left. The y-position of the moon should be randomised so it is different each time the game is run. Collision-Detection: Week 4 If a missile hits the moon, the game is won. If the moon hits the ship or reaches the left hand side of the screen, the game is lost. Put up some text to tell the player if they won or lost. Only one missile can be live at a time. Once it has been shot, another cannot be shot until the first either hits a moon or goes off the right-hand side of the screen. Star-field background: Week 10 The background should be a field of stars in random positions. Those stars should move from right to left (faster than the moony so that it looks like the player is Star-field background: Week 10 The background should be a field of stars in random positions. Those stars should move from right to left (faster than the moon) so that it looks like the player is zooming through space. One way to make this effect more convincing is to give each star a "distance" from the camera and move the ones further away more slowly. This creates a parallax effect. Close stars might be brighter as well! Many Moons: Week 10 Have the game start with more than one moon, each of which moves on its own and each of which needs to be shot to complete the game. Start with three moons and when the player completes the game, restart with 4 moons, etc until 6 moons. If the player beats the 6 moon game, the game is won. If any of the moons reach the left side of the screen or hit the player, the game is over. Code organisation: Week 8 Your moon drawing and player drawing code must be in functions with exactly these signatures void drawMoon (float x, float y) void drawPlayer (float x, float y) You will build a "space" game. We provide "ml-space" as an example to guide you but you may be creative within the restrictions we describe here. Please check the two associated grading rubrics for precise details of how marking will occur. One rubric will be completed by your marker without you present (the "Offline" grading rubric) and the other will be completed during your viva grading session (the "Viva" grading rubric). Note: the attached videos are an important part of the description and this page may receive updates to clarify certain points up to 2 weeks before the due date. Nothing will change, but things might get clarified. ML-Space: Is our demonstration of the concepts described here. You are encouraged to create your own graphical style or even to repurpose the mechanics in a new context. You should submit just one program with as many features as you can get done. We provide two demos at the bottom of this page Features Required We've added a note saying the week by which you will have learned the material to tackle this feature. Size: Week 2 The screen must be 500 pixels wide and 500 pixels high. Space Ship Week 2 There must be a space ship on starting at the top left of the screen (but completely visible) The ship may be a simple shape or something more complex. Ship movement: Week 4 The ship will move down if the user holds the 's' key, and up in the user holds the w key Ship movement: Week 4 The ship will move down if the user holds the 's' key, and up in the user holds the 'w' key. Note: • You may not use images (i.e. Plmage, sprites, png, jpg, gif) for your player. They must be made from Processing shapes (ellipse, circle, rect, arc, etc). As the ship moves down, it should show a "turning" version that looks as if it is tilted, similarly for as the ship moves up. Shooting: Week 4 When the user presses the space key a missile is fired from the front of the ship and moves rightwards until leaving the screen. The user can't fire another missile until the first is off the screen. Collision: Week 4 Add a "moon" moving from the right-hand side of the screen towards the left. The y-position of the moon should be randomised so it is different each time the game is run. Collision-Detection: Week 4 If a missile hits the moon, the game is won. If the moon hits the ship or reaches the left hand side of the screen, the game is lost. Put up some text to tell the player if they won or lost. Only one missile can be live at a time. Once it has been shot, another cannot be shot until the first either hits a moon or goes off the right-hand side of the screen. Star-field background: Week 10 The background should be a field of stars in random positions. Those stars should move from right to left (faster than the moony so that it looks like the player is Star-field background: Week 10 The background should be a field of stars in random positions. Those stars should move from right to left (faster than the moon) so that it looks like the player is zooming through space. One way to make this effect more convincing is to give each star a "distance" from the camera and move the ones further away more slowly. This creates a parallax effect. Close stars might be brighter as well! Many Moons: Week 10 Have the game start with more than one moon, each of which moves on its own and each of which needs to be shot to complete the game. Start with three moons and when the player completes the game, restart with 4 moons, etc until 6 moons. If the player beats the 6 moon game, the game is won. If any of the moons reach the left side of the screen or hit the player, the game is over. Code organisation: Week 8 Your moon drawing and player drawing code must be in functions with exactly these signatures void drawMoon (float x, float y) void drawPlayer (float x, float y)
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import javautilArrayList ArrayList moons Player player ArrayList missiles void setup size500 500 pla... View the full answer
Related Book For
Income Tax Fundamentals 2013
ISBN: 9781285586618
31st Edition
Authors: Gerald E. Whittenburg, Martha Altus Buller, Steven L Gill
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