COMP2011J - Object Oriented Programming


Beijing-Dublin International College
COMP2011J - Object Oriented Programming
Individual Assignment: Defender
Assignment Details
Due date: 6
th of December 2024
Language: Solution must be completed in Java
Game Description
Defender is a classic arcade game where the player flies a spaceship destroying alien invaders over a planet.
Defender is a side-view, horizontally scrolling shooter set on the surface of an unnamed planet. The player
controls a spaceship flying either to the left or right. The player can control the elevation of the ship as well as
fire weapons and make a hyperspace jump.
The object is to destroy all alien invaders, while protecting astronauts on the landscape from abduction.
Landers pick up humans and attempt to carry them to the top of the screen at which point they turn into
fast-moving mutants. A captured human can be freed by shooting the lander, then catching the human before
it falls to its death, and dropping it off on the ground.
Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts results
in the level being lost (and started again if you have remaining lives). A ship is lost if it is hit by an enemy or
its projectiles, or if a hyperspace jump goes wrong (as they randomly do). After exhausting all ships, the game
ends.
1
Movement
The players ship can move up and down on the screen. When it does the screen does not move. The players
ship can not go any lower than the bottom of the screen or any higher than the top of the screen.
As the player moves left and right the screen should move to show more of the level. The player ship should
be kept in the middle half of the screen. That is when the player is in this area, the screen should not move.
However, if the player is going to move outside of this area, then the view of the level should be changed so the
player remains in the middle half of the screen.
For the players ship moving left and right the important element of movement is momentum. The player’s
ship should continue travelling in the same direction at the same speed unless some acceleration is applied. So
when the players ship begins moving and no more thrust is applied, it will continue in the same direction and
at the same speed forever unless the ship crashes into an alien. The direction that the ship travels is based on
the direction that the ship was facing when the thrust was applied. If no thrust is being applied, then the ship
can face in any direction while it keeps moving in the direction of the original thrust.
Enemies
There are two types of enemies in the game, Landers and Mutants.
Landers will fire at the player’s ship, but their primary goal is to grab on of the humans from the surface
and carry them to the top of the screen. One the lander reaches the top of the screen carrying a human they
will become a mutant. If a lander is destroyed while they are carrying a human, the human is dropped and
must be caught by the player. If the player does not catch the human, they will die when they hit the ground.
If the player catches a human, they can place them back on the ground by dropping down to that level.
Mutants are much faster than landers. Instead of attempting to pick up humans, mutants only purpose is
to kill the player. They will chase after and fire at the player.
Points/Scoring
Points are awarded for destroying the asteroids based on the following calculations:
• Lander destroyed → 150 points each
• Mutant destroyed → 300 points each
• Human captured and mutated → -150 points each
• Human saved → 500 points each
Levels
The number of humans and enemy landers is based on the level. As levels increase there should be more landers
and less humans on the level.
A level is not completed until all of the enemy ships have been destroyed. This may require the player to
search across the landscape to find the remaining enemies.
Example
To get an example of the how the defender game plays, go to the https://www.free80sarcade.com/defender.
php and play the game there. This version of the game has a larger number of enemy types and is quite difficult.
The version I am requiring you to create only requires two types of enemies and can be made easier (by making
the enemies move more slowly).
Assessment
This section gives a breakdown of the approximate marking criteria for the assignment. The final marking
scheme may vary slightly but will be relatively similar. Your submission should contain the following files
• A zip file containing the entire project code and any other files required for the code to be executed
(exported from IntelliJ IDEA or Eclipse)
2
• A report explaining what you have achieved for each of the criteria in the marking scheme (estimate fail,
pass or excellent) based on the template provided
• A short video (less than 3 min) showing a screen recording of the game with your explanation voiced over
it
Each file should be named only with your UCD student number and the correct file extension (e.g. 1234567.zip,
1234567.pdf, and 1234567.mp4).
Zip File
This must contain all of the code required to execute the project. If I am unable to execute your code, it will
reduce your grade. If there are any requirements to setup and execute your code you should include these in
the zip file.
I will be testing the code using IntelliJ IDEA (unless you specifically mention that I should use Eclipse). I
would recommend that you create the project using the Intellij IDEA IDE and export the entire project to a
zip file for submission.
Assignment Report
This document should be in PDF format and contain your name and student number as well as a table explaining
what you estimate of how your project will be graded against the marking criteria in the next section. For each
of the criteria mark an X under Fail, Pass, or Excellent and optionally include some text to explain why you
believe you have merited that level. You may also include details in this report of any additional functionality
that you have added that you believe should be worth extra credit.
Marking Scheme
The marking scheme shown in table 1 is subject to change. This means that it may be changed at any time
without notice if I feel some parts were too easy or too hard and additional criteria may be added. The final
grade from this section will be based on a weighted sum of the individual parts. The weights for each part will
be based on the difficulty and importance. For example, design and cohesion is very important and will likely
be weighted much higher than any other component.
The text explaining each can be used as a guide to the amount of work expected for the different parts of
the assignment.
You should also note that it is required that your project is programmed using one of the two libraries avail
 

采用PyQt5框架与Python编程语言构建图书信息管理平台 本项目基于Python编程环境,结合PyQt5图形界面开发库,设计实现了一套完整的图书信息管理解决方案。该系统主要面向图书馆、书店等机构的日常运营需求,通过模块化设计实现了图书信息的标准化管理流程。 系统架构采用典型的三层设计模式,包含数据存储层、业务逻辑层和用户界面层。数据持久化方案支持SQLite轻量级数据库与MySQL企业级数据库的双重配置选项,通过统一的数据库操作接口实现数据存取隔离。在数据建模方面,设计了包含图书基本信息、读者档案、借阅记录等核心数据实体,各实体间通过主外键约束建立关联关系。 核心功能模块包含六大子系统: 1. 图书编目管理:支持国际标准书号、中国图书馆分类法等专业元数据的规范化著录,提供批量导入与单条录入两种数据采集方式 2. 库存动态监控:实时追踪在架数量、借出状态、预约队列等流通指标,设置库存预警阈值自动提醒补货 3. 读者服务管理:建立完整的读者信用评价体系,记录借阅历史与违规行为,实施差异化借阅权限管理 4. 流通业务处理:涵盖借书登记、归还处理、续借申请、逾期计算等标准业务流程,支持射频识别技术设备集成 5. 统计报表生成:按日/月/年周期自动生成流通统计、热门图书排行、读者活跃度等多维度分析图表 6. 系统维护配置:提供用户权限分级管理、数据备份恢复、操作日志审计等管理功能 在技术实现层面,界面设计遵循Material Design设计规范,采用QSS样式表实现视觉定制化。通过信号槽机制实现前后端数据双向绑定,运用多线程处理技术保障界面响应流畅度。数据验证机制包含前端格式校验与后端业务规则双重保障,关键操作均设有二次确认流程。 该系统适用于中小型图书管理场景,通过可扩展的插件架构支持功能模块的灵活组合。开发过程中特别注重代码的可维护性,采用面向对象编程范式实现高内聚低耦合的组件设计,为后续功能迭代奠定技术基础。 资源来源于网络分享,仅用于学习交流使用,请勿用于商业,如有侵权请联系我删除!
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