Question

In: Computer Science

In this lab, you will practice the use of array by building an simple maze game,...

In this lab, you will practice the use of array by building an simple maze game, where your task is to control the prince to defeat the monster and save Snow White. You have to work based on the given skeleton code.

Game Description

The Snow White is detained in the maze by the monster, who needs the prince's help to rescure her out from the exit.

The pre-set maze is shown below, with width 11 and height 8. The maze is saved in 1D array in main().

              ###  ######
              #P         
              ###### ### 
              # #     # #
                   #  #  
              W # # # # #
              ## M      #
              ## ###S #E#
            

The symbol '#' represents a wall, 'P' is the prince player, 'S' is Snow White, 'M' is the monster, 'W' is the weapon, and 'E' is the exit. Locations of the prince and monster ares stored in an array {x, y}, where x defines column number, y defines row number in main(). Prince 'P' and monster 'M' can only move one step for each move.

The top left of the maze is with coordinates (0,0). The x-coordinate goes positive to the right and y-coordinate goes positive to the bottom. For example, initially the prince 'P' is at coordinate (1,1), the monster 'M' is at coordinate (3,6), and exit 'E' is at coordinate (9, 7). The ascii maze allows the user to input movement (e.g. 'a' left, 'w' up, 'd' right, and 's' down) to control prince 'P'. The monster 'M' is repetitively walking back and forth along the next-to-last line.

When the monster 'M' and prince 'P' can see each other, which means they are in the same line or column, and there is no blocking wall '#' in that straight line/column connecting them, prince 'P' will fight with the monster 'M'. If the weapon 'W' has been fetched by the prince, the monster will be killed and 'M' will disappear from the maze. If not, the prince will be caught and game over.

How to fetch the weapon 'W': The weapon 'W' can be fetched only when the prince 'P' reaches its location. Then, 'W' will disappear from the maze.

How to save Snow White 'S': The Snow White 'S' can be saved only when the prince 'P' reaches its location ('S' will also disappear from the maze after 'P' reaches its location) and take it out from the exit 'E'.

Rules: If the player's movement hits the wall, goes beyond the maze boundary, doesn't fall to the four movement directions or caught by the monster, the prince will be killed and game over. Only when the prince reaches to the exit 'E' after saving Snow White 'S', he wins and game ends.

Hint:
1. We store the status of the monster, weapon, Snow White, ect., in a bool array status_list in the main function and you should update it accordingly, such as whether the weapon has been fetched or not.
2. The position (x, y) can be represented as x + width * y in 1D array.
3. Please read the main function first to have a general understanding of the control logic of this game. The code comments are also important hints.

Tasks

Task 1: Write the function find_pos to store the position of a given symbol in related position array.

Task 2: Write the function is_valid_move to check return if the move is valid or not,including whether the prince's movement hits the wall, goes beyond the maze boundary or doesn't fall to the four movement directions.

Task 3: Write the function update_pos to update the position info.

Task 4: Write the function check_visible to check whether the prince & monster will see each other based on the positions of prince & monster.

Task 5: Fill the function update_maze, which is to update update the position informations, status of prince, monster, weapon & snow white and update the symbols of the maze. There are three missing parts for this incomplete function.

Sample Output

Sample Output for Winning:

  ***************************************************************
  *** Welcome to the maze! Let's start saving our snow white! ***
  ***************************************************************
  The prince (P) is in {1, 1}
  The monster (M) is in {3, 6}
  The exit (E) is in {9, 7}
  ###  ######
  #P         
  ###### ### 
  # #     # #
       #  #  
  W # # # # #
  ## M      #
  ## ###S #E#
  Your (the prince) current position is at: (1, 1)
  Please enter your move: (up:w, down:s, left:a, right:d)  d
  ###  ######
  # P        
  ###### ### 
  # #     # #
       #  #  
  W # # # # #
  ##  M     #
  ## ###S #E#
  Your (the prince) current position is at: (2, 1)
  Please enter your move: (up:w, down:s, left:a, right:d)  d
  ###  ######
  #  P       
  ###### ### 
  # #     # #
       #  #  
  W # # # # #
  ##   M    #
  ## ###S #E#
  . 
  . 
  . 
  . 
  . 
  .  
  Your (the prince) current position is at: (1, 4)
  Please enter your move: (up:w, down:s, left:a, right:d)  a
  ###  ######
  #          
  ###### ### 
  # #     # #
  P    #  #  
  W # # # # #
  ## M      #
  ## ###S #E#
  Your (the prince) current position is at: (0, 4)
  Please enter your move: (up:w, down:s, left:a, right:d)  s
  ###  ######
  #          
  ###### ### 
  # #     # #
       #  #  
  P # # # # #
  ##  M     #
  ## ###S #E#
  Your (the prince) current position is at: (0, 5)
  Please enter your move: (up:w, down:s, left:a, right:d)  w
  ###  ######
  #          
  ###### ### 
  # #     # #
  P    #  #  
    # # # # #
  ##   M    #
  ## ###S #E#
  Your (the prince) current position is at: (0, 4)
  Please enter your move: (up:w, down:s, left:a, right:d)  d
  ###  ######
  #          
  ###### ### 
  # #     # #
   P   #  #  
    # # # # #
  ##    M   #
  ## ###S #E#
  . 
  . 
  . 
  . 
  . 
  .  
  Your (the prince) current position is at: (3, 4)
  Please enter your move: (up:w, down:s, left:a, right:d)  s
  ###  ######
  #          
  ###### ### 
  # #     # #
       #  #  
    #P# # # #
  ##       M#
  ## ###S #E#
  Your (the prince) current position is at: (3, 5)
  Please enter your move: (up:w, down:s, left:a, right:d)  s
  ###  ######
  #          
  ###### ### 
  # #     # #
       #  #  
    # # # # #
  ## P      #
  ## ###S #E#
  . 
  . 
  . 
  . 
  . 
  .  
  Your (the prince) current position is at: (5, 6)
  Please enter your move: (up:w, down:s, left:a, right:d)  d
  ###  ######
  #          
  ###### ### 
  # #     # #
       #  #  
    # # # # #
  ##    P   #
  ## ###S #E#
  Your (the prince) current position is at: (6, 6)
  Please enter your move: (up:w, down:s, left:a, right:d)  s
  ###  ######
  #          
  ###### ### 
  # #     # #
       #  #  
    # # # # #
  ##        #
  ## ###P #E#
  Your (the prince) current position is at: (6, 7)
  Please enter your move: (up:w, down:s, left:a, right:d)  w
  ###  ######
  #          
  ###### ### 
  # #     # #
       #  #  
    # # # # #
  ##    P   #
  ## ###  #E#
  . 
  . 
  . 
  . 
  . 
  .  
  Your (the prince) current position is at: (8, 6)
  Please enter your move: (up:w, down:s, left:a, right:d)  d
  ###  ######
  #          
  ###### ### 
  # #     # #
       #  #  
    # # # # #
  ##       P#
  ## ###  #E#
  Your (the prince) current position is at: (9, 6)
  Please enter your move: (up:w, down:s, left:a, right:d)  s
  Amazing! You have completed the maze!

=======================================Skeleton Code==============================

#include <iostream>
#include <algorithm>

using namespace std;

// width and height of the maze
const int WIDTH = 11;
const int HEIGHT = 8;

// Given
void print_maze(const char maze[]) {
    for (int i = 0; i < WIDTH * HEIGHT; i++) {
        cout << maze[i];
        if ((i + 1) % WIDTH == 0)
            cout << endl;
    }
}

// Task 1: find the position of a symbol
void find_pos(const char maze[], char symbol, int pos[]) {
    // TODO

}

// Task 2: check whether the move is valid or not based on the current position, including
// 3 situations: 1) hit the wall 2) goes beyond the maze boundary 3) illegal 'move' character, besides the defined 4 control directions.
bool is_valid_move(const char maze[], int pos[], char move) {
    // TODO

}

// Task 3: update the position info
void update_pos(int pos[], char move) {
    // TODO
        
}

// Task 4: check whether the prince & monster will see each other based on the positions of prince & monster
bool check_visible(const char maze[], const int prince_pos[], const int monster_pos[]) {
    // TODO

}

// Task 5: To update the position informations, status of prince, monster, weapon & snow white and 
// update the symbols of the maze
// Fill in the three missing parts for this incomplete Function 
//
// status_list[] stores the status of the objects in the game
//      First element:  true if the monster 'M' is alive; otherwise false
//      Second element: false if the weapon 'W' has not been fetched; otherwise true 
//      Third element:  false if the Snow White 'S' has not been reached; otherwise true 
//      Last element:   true the prince 'P' is alive; otherwise false
void update_maze(char maze[], int prince_pos[], char prince_move, int monster_pos[], char& monster_move, bool status_list[]) {
        
    // remove 'P' from the old position
    maze[prince_pos[1] * WIDTH + prince_pos[0]] = ' ';

    // update the position info of the prince
    update_pos(prince_pos, prince_move);

    // update the status of the weapean
    if (maze[prince_pos[1] * WIDTH + prince_pos[0]] == 'W')
        // TODO:
        // fill one line inside the above if statement to update the status of the weapon
    
    // update the status of snow white
    if (maze[prince_pos[1] * WIDTH + prince_pos[0]] == 'S')
        // TODO
        // fill one line inside the above if statement to update the status of the snow white


    // move prince to the new position
    maze[prince_pos[1] * WIDTH + prince_pos[0]] = 'P'; // assign 'P' to new position
                
    if (status_list[0]){ // if the monster is alive
        maze[monster_pos[1] * WIDTH + monster_pos[0]] = ' '; // remove 'M' 
        if (is_valid_move(maze, monster_pos, monster_move))
            update_pos(monster_pos, monster_move);
        else {
            monster_move = (monster_move == 'a') ? 'd': 'a';
            update_pos(monster_pos, monster_move);
        }       
        maze[monster_pos[1] * WIDTH + monster_pos[0]] = 'M'; // assign 'M' to new position

        bool vis = check_visible(maze, prince_pos, monster_pos);

        if (vis and (!status_list[1]))
            // TODO:
            // fill one line inside the above if statement to update the status of the prince 'P'
            
        else if (vis and status_list[1]) {
            status_list[0] = false;   
            maze[monster_pos[1] * WIDTH + monster_pos[0]] = ' '; // remove 'M' 
        }  
    }
}

int main() {
    // initial maze definition
    char maze[HEIGHT*WIDTH] = {'#', '#', '#', ' ', ' ', '#', '#', '#', '#', '#', '#',
               '#', 'P', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
               '#', '#', '#', '#', '#', '#', ' ', '#', '#', '#', ' ',
               '#', ' ', '#', ' ', ' ', ' ', ' ', ' ', '#', ' ', '#', 
               ' ', ' ', ' ', ' ', ' ', '#', ' ', ' ', '#', ' ', ' ', 
               'W', ' ', '#', ' ', '#', ' ', '#', ' ', '#', ' ', '#', 
               '#', '#', ' ', 'M', ' ', ' ', ' ', ' ', ' ', ' ', '#', 
               '#', '#', ' ', '#', '#', '#', 'S', ' ', '#', 'E', '#' };

    int prince_pos[2], monster_pos[2], exit_pos[2];
    // positions of the prince, monster & exit
    // {x, y}, x defines column number , y defines row number
    // e.g. prince_pos[0] stores the column number, while prince_pos[1] stores the row number
              
    // find the initial position of the prince, monster & exit 
    find_pos(maze, 'P', prince_pos);
    find_pos(maze, 'M', monster_pos);
    find_pos(maze, 'E', exit_pos);

    cout << "***************************************************************" << endl;
    cout << "*** Welcome to the maze! Let's start saving our snow white! ***" << endl;
    cout << "***************************************************************" << endl;
    cout << "The prince (P) is in {" <<  prince_pos[0] << ", " << prince_pos[1] << "}" << endl;
    cout << "The monster (M) is in {" <<  monster_pos[0] << ", " << monster_pos[1] << "}" << endl;
    cout << "The exit (E) is in {" <<  exit_pos[0] << ", " << exit_pos[1] << "}" << endl;

    char prince_move;
    char monster_move = 'd';

    /* 
       Status_list stores the status of the objects in the game
       First element:  true if the monster 'M' is alive; otherwise false
       Second element: false if the weapon 'W' has not been fetched; otherwise true 
       Third element:  false if the Snow White 'S' has not been reached; otherwise true 
       Last element:   true the prince 'P' is alive; otherwise false
    */
    bool status_list[] = {true, false, false, true}; // see comments above
    
    do {
        print_maze(maze);
                cout << endl;
        cout << "Your (the prince) current position is at: (" << prince_pos[0] << ", " << prince_pos[1] << ")" << endl;
        cout << "Please enter your move: (up:w, down:s, left:a, right:d)  ";
        cin >> prince_move;
        if (is_valid_move(maze, prince_pos, prince_move)) {
            update_maze(maze, prince_pos, prince_move, monster_pos, monster_move, status_list);

            if (!status_list[3]){ // prince is alive or not
                cout << "Game Over! Failed." << endl;
                return 0;
            }
            if (!status_list[2] && !(prince_pos[0] == exit_pos[0] && prince_pos[1] == exit_pos[1]))
                maze[exit_pos[1] * WIDTH + exit_pos[0]] = 'E';

        } else {
            cout << "Game Over! Failed." << endl;
            return 0;
        }
    } while (!(prince_pos[0] == exit_pos[0] && prince_pos[1] == exit_pos[1]) || !status_list[2]);

    cout << "Amazing! You have completed the maze!" << endl;
    return 0;
}
 

Solutions

Expert Solution

Working code implemented in C++ and appropriate comments provided for better understanding.

Source code for main.cpp:

#include <iostream>
#include <algorithm>

using namespace std;

// width and height of the maze
const int WIDTH = 11;
const int HEIGHT = 8;

// Given
void print_maze(const char maze[]) {
for (int i = 0; i < WIDTH * HEIGHT; i++) {
cout << maze[i];
if ((i + 1) % WIDTH == 0)
cout << endl;
}
}

// Task 1: find the position of a symbol
void find_pos(const char maze[], char symbol, int pos[]) {
for (int i = 0; i <= WIDTH * HEIGHT; i++) {
if (maze[i] == symbol) {
pos[0] = i % 11;
pos[1] = i / 11;
break;
}
}
}

// Task 2: check whether the move is valid or not based on the current position, including
// 3 situations: 1) hit the wall 2) goes beyond the maze boundary 3) illegal 'move' character, besides the defined 4 control directions.
bool is_valid_move(const char maze[], int pos[], char move) {
switch (move) {
case 'w':
if (pos[1] > 0 && maze[(pos[0] + pos[1] * WIDTH) - 11] != '#') {
return true;
}
break;

case 'a':
if (pos[0] > 0 && maze[(pos[0] + pos[1] * WIDTH) - 1] != '#') {
return true;
}
break;

case 's':
if (pos[1] < 7 && maze[(pos[0] + pos[1] * WIDTH) + 11] != '#') {
return true;
}
break;

case 'd':
if (pos[0] < 10 && maze[(pos[0] + pos[1] * WIDTH) + 1] != '#') {
return true;
}
break;

default:
break;
}
return false;
}

// Task 3: update the position info
void update_pos(int pos[], char move) {
switch (move) {
case 'w':
pos[1] -= 1;
break;

case 'a':
pos[0] -= 1;
break;

case 's':
pos[1] += 1;
break;

case 'd':
pos[0] += 1;
break;

default:
break;
}
}

// Task 4: check whether the prince & monster will see each other based on the positions of prince & monster
bool check_visible(const char maze[], const int prince_pos[], const int monster_pos[]) {
if (prince_pos[0] != monster_pos[0] && prince_pos[1] != monster_pos[1]) {
return false;
}
if (prince_pos[0] == monster_pos[0] - 1 || prince_pos[0] == monster_pos[0] + 1) {
return true;
}
if (prince_pos[1] == monster_pos[1] - 1 || prince_pos[1] == monster_pos[1] + 1) {
return true;
}
if (prince_pos[0] == monster_pos[0] && prince_pos[1] == monster_pos[1]) {
return true;
}
if (prince_pos[0] == monster_pos[0]) {
if (monster_pos[0] >= prince_pos[0]) {
for (int i = (prince_pos[0] + WIDTH * prince_pos[1]); i <= (monster_pos[0] + WIDTH * monster_pos[1]); i += 11) {
if (maze[i] == '#') {
return false;
}
}
}
else {
for (int i = (prince_pos[0] + WIDTH * prince_pos[1]); i >= (monster_pos[0] + WIDTH * monster_pos[1]); i -= 11) {
if (maze[i] == '#') {
return false;
}
}
}
}
if (prince_pos[1] == monster_pos[1]) {
if (monster_pos[1] >= prince_pos[1]) {
for (int i = (prince_pos[0] + WIDTH * prince_pos[1]); i <= (monster_pos[0] + WIDTH * monster_pos[1]); i++) {
if (maze[i] == '#') {
return false;
}
}
}
else {
for (int i = (prince_pos[0] + WIDTH * prince_pos[1]); i >= (monster_pos[0] + WIDTH * monster_pos[1]); i--) {
if (maze[i] == '#') {
return false;
}
}
}
}
return true;
}

// Task 5: To update the position informations, status of prince, monster, weapon & snow white and
// update the symbols of the maze
// Fill in the three missing parts for this incomplete Function
//
// status_list[] stores the status of the objects in the game
//    First element: true if the monster 'M' is alive; otherwise false
//    Second element: false if the weapon 'W' has not been fetched; otherwise true
//    Third element: false if the Snow White 'S' has not been reached; otherwise true
//    Last element: true the prince 'P' is alive; otherwise false
void update_maze(char maze[], int prince_pos[], char prince_move, int monster_pos[], char& monster_move, bool status_list[]) {

// remove 'P' from the old position
maze[prince_pos[1] * WIDTH + prince_pos[0]] = ' ';

// update the position info of the prince
update_pos(prince_pos, prince_move);

// update the status of the weapean
if (maze[prince_pos[1] * WIDTH + prince_pos[0]] == 'W') {
status_list[1] = true;
}

// update the status of snow white
if (maze[prince_pos[1] * WIDTH + prince_pos[0]] == 'S') {
status_list[2] = true;
}


// move prince to the new position
maze[prince_pos[1] * WIDTH + prince_pos[0]] = 'P'; // assign 'P' to new position

if (status_list[0]) { // if the monster is alive
maze[monster_pos[1] * WIDTH + monster_pos[0]] = ' '; // remove 'M'
if (is_valid_move(maze, monster_pos, monster_move))
update_pos(monster_pos, monster_move);
else {
monster_move = (monster_move == 'a') ? 'd' : 'a';
update_pos(monster_pos, monster_move);
}
maze[monster_pos[1] * WIDTH + monster_pos[0]] = 'M'; // assign 'M' to new position

bool vis = check_visible(maze, prince_pos, monster_pos);

if (vis && (!status_list[1])) {
status_list[3] = false;
}

else if (vis && status_list[1]) {
status_list[0] = false;
maze[monster_pos[1] * WIDTH + monster_pos[0]] = ' '; // remove 'M'
}
}
}

int main() {
// initial maze definition
char maze[HEIGHT * WIDTH] = { '#', '#', '#', ' ', ' ', '#', '#', '#', '#', '#', '#',
'#', 'P', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
'#', '#', '#', '#', '#', '#', ' ', '#', '#', '#', ' ',
'#', ' ', '#', ' ', ' ', ' ', ' ', ' ', '#', ' ', '#',
' ', ' ', ' ', ' ', ' ', '#', ' ', ' ', '#', ' ', ' ',
'W', ' ', '#', ' ', '#', ' ', '#', ' ', '#', ' ', '#',
'#', '#', ' ', 'M', ' ', ' ', ' ', ' ', ' ', ' ', '#',
'#', '#', ' ', '#', '#', '#', 'S', ' ', '#', 'E', '#' };

char cheat[] = { 'd', 'd', 'd', 'd', 'd', 's', 's', 'a', 'a', 's', 'a', 'a',
'a', 'a', 's', 'w', 'd', 'd', 'd', 's', 's', 'd', 'd', 'd', 's', 'w', 'd', 'd', 'd', 's' };
int cheat_step = 0;

int prince_pos[2], monster_pos[2], exit_pos[2];
// positions of the prince, monster & exit
// {x, y}, x defines column number , y defines row number
// e.g. prince_pos[0] stores the column number, while prince_pos[1] stores the row number

// find the initial position of the prince, monster & exit
find_pos(maze, 'P', prince_pos);
find_pos(maze, 'M', monster_pos);
find_pos(maze, 'E', exit_pos);

cout << "***************************************************************" << endl;
cout << "*** Welcome to the maze! Let's start saving our snow white! ***" << endl;
cout << "***************************************************************" << endl;
cout << "The prince (P) is in {" << prince_pos[0] << ", " << prince_pos[1] << "}" << endl;
cout << "The monster (M) is in {" << monster_pos[0] << ", " << monster_pos[1] << "}" << endl;
cout << "The exit (E) is in {" << exit_pos[0] << ", " << exit_pos[1] << "}" << endl;

char prince_move;
char monster_move = 'd';

/*
Status_list stores the status of the objects in the game
First element: true if the monster 'M' is alive; otherwise false
Second element: false if the weapon 'W' has not been fetched; otherwise true
Third element: false if the Snow White 'S' has been reached; otherwise true
Last element: true the prince 'P' is alive; otherwise false
*/
bool status_list[] = { true, false, false, true }; // see comments above

do {
print_maze(maze);
cout << endl;
cout << "Your (the prince) current position is at: (" << prince_pos[0] << ", " << prince_pos[1] << ")" << endl;
cout << "Please enter your move: (up:w, down:s, left:a, right:d) ";
cin >> prince_move;
if (prince_move == 'c') {
prince_move = cheat[cheat_step];
}
if (is_valid_move(maze, prince_pos, prince_move)) {
update_maze(maze, prince_pos, prince_move, monster_pos, monster_move, status_list);

if (!status_list[3]) { // prince is alive or not
cout << "Game Over! Failed." << endl;
return 0;
}
if (!status_list[2] && !(prince_pos[0] == exit_pos[0] && prince_pos[1] == exit_pos[1]))
maze[exit_pos[1] * WIDTH + exit_pos[0]] = 'E';

}
else {
cout << "Game Over! Failed." << endl;
return 0;
}
cheat_step++;
} while (!(prince_pos[0] == exit_pos[0] && prince_pos[1] == exit_pos[1]) || !status_list[2]);

cout << "Amazing! You have completed the maze!" << endl;
return 0;
}

Sample Output Screenshots:


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Searching an Array for an Exact Match in Java Summary In this lab, you use what...
Searching an Array for an Exact Match in Java Summary In this lab, you use what you have learned about searching an array to find an exact match to complete a partially prewritten Java program. The program uses an array that contains valid names for 10 cities in Michigan. You ask the user of the program to enter a city name; your program then searches the array for that city name. If it is not found, the program should print...
Objective: The goal of this lab is to practice (ragged) 2D arrays and simple recursion (in...
Objective: The goal of this lab is to practice (ragged) 2D arrays and simple recursion (in two separate parts). You are not allowed to use any of the built-in classes for this lab. If you find yourself needing to import anything at the top of your class, you are doing it wrong. Part A a) Create a class method called printArray2D that accepts a 2D integer array and prints out the values formatted such that each value occupies 4 spaces...
n this lab, you use what you have learned about searching an array to find an...
n this lab, you use what you have learned about searching an array to find an exact match to complete a partially prewritten C++ program. The program uses an array that contains valid names for 10 cities in Michigan. You ask the user to enter a city name; your program then searches the array for that city name. If it is not found, the program should print a message that informs the user the city name is not found in...
c++ maze game Project Scope – Details of the Project: Sample Maze Layout: User Interface: Data...
c++ maze game Project Scope – Details of the Project: Sample Maze Layout: User Interface: Data Structures: Data Classes: Project Details: Algorithm (flowchart and/or pseudo-code):
Purpose: To practice the use of HTML and CSS Game Review Website 1. You will write...
Purpose: To practice the use of HTML and CSS Game Review Website 1. You will write a website for the fictitious company Game Gurus. The website will have a home page that you will design, as well as pages created by each "guru." (At least 2 gurus are required). The home page will include: o A description of the site o A quote from each guru o Links to manufacturers websites o Links to the TopTen.html and GameOfTheWeek.html pages for...
An exception with finally block lab. Create a new class named ReadArray Create simple array and...
An exception with finally block lab. Create a new class named ReadArray Create simple array and read an element using a try block Catch any exception Add a finally block and print a message that the operation if complete
Language: C++ 3 Campus Travel Game This lab will practice using loops. We will construct a...
Language: C++ 3 Campus Travel Game This lab will practice using loops. We will construct a short computer game. Please look at the Test Cases for exact wording. For your game, the player’s goal is to reach campus exactly. The player starts 14 miles away and has up to 4 turns to reach campus. At each turn the play can ride either use a Bus, a Subway, or a Jetpack: Riding a Bus moves the player forward 2 miles each...
In C, build a connect 4 game with no GUI. Use a 2D array as the...
In C, build a connect 4 game with no GUI. Use a 2D array as the Data structure. First, build the skeleton of the game. Then, build the game. Some guidelines include... SKELETON: Connect Four is a game that alternates player 1 and player 2. You should keep track of whose turn it is next. Create functions: Initialization – print “Setting up the game”. Ask each player their name. Teardown – print “Destroying the game” Accept Input – accept a...
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