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i would like help understanding what the assigned task at hand with buidling this code would be and maybe help woth starting it off 1.

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1. armory contains the "Holy Hand Grenade of Antioch" which, similar to the Jailer's Key, can only be picked up once. The inventory now needs to allow having the key, the grenade, or both. 2. the gate room contains the "Killer Rabbit of Caerbannog". Upon entering, a. if you do not have the Holy Hand Grenade, you die with an appropriate message. b. If you do have the Hand Grenade, i. the rabbit dies, ii. the grenade leaves your inventory, iii. a message about the death of the rabbit is displayed, iv. and the game pauses. v. Finally, the message for the room changes for subsequent entering to describe the mess left by the death of the rabbit. 3. +5XXP if you use quotes from the movie, "Monty Python and the Holy Grail" for your messages. 4. You do not have to use the instructor provided descriptions for rooms 1&3 if you do the extra credit. However, you should still indicate where the doors to the room are located. 5. You must make a note in your submission that you completed the extra credit. I do not provide support for finishing the extra credit, and it is all or nothing for points. 6. I am in no way endorsing this movie, and did not care for it myself. Tis all in good fun. due to this move being classified as illegal. All other illegal moves (e.g., moving into a wall such as moving North from your cell) result in a generic illegal move display: At this point, the player can achieve the game's goal by going outside (traveling East) which results in the following GUI view. However, if the player wandered around inside the dungeon, indefinitely, then the following GUI view would be reached once the player's Health =0, Examrue Losing GUI view BUMMER, YOU DTEO ... , RIP. Preas any key to continue. and upon any key press, the program exits. If the player attempts to exit while not in possession of the Jailer's Key, then the GUl view would be different and the game would not end. For example, starting from the beginning of the game, if we travel East twice, the GUl view would be: Upon movement to any other room (e.g, move North using the ' w ' key) the GUl's equipment field changes to reflect that the player is now carrying the Jailer's Key. The descriptions for each room are given below: cell: "A large, torchlit room with doors South and East." gate: "A jailer's barracks room with doors West, South, and East. "There is daylight entering under the door to the East." armory. "A store room with doors North and East." jailers: "A jailer's barracks doors West and North." In addition to changes in the view and health fields, the GUI also reflects the presence or absence of the Jailer's Key. The first time a room with the key is entered (from any direction) the GUI displays as follows (note the formatting of the second line of the View'). EXAMPLE GUI VIEW UPON FEST ENTKY TO THE ROOM WTH THE KER View: A jailez's barracke with doors Nest and North. There is a key on the floor. You pick it up. Nealch: \& Equip: GUI Design and Gameplay The GUI design of the game is very simple. It consists of three fiekds: view, health, and equipment which are depicted below for the initial state of the game (location is cell and Health=10). Exavere: Tie inmut GUI vitw Yienis A mail. daxk prison cell wieh door= bourh and Eant. Mestehi 20 bquipr As the player moves through the durgeon, the View field changes to reflect the room number (the player never sees the actual room name, rather, it is the intemal representation used by the game engine). For example, if the player travels South, the action 's' updates the internal representation of the player's location to Room armory, whereas the GUl reflects this change as: Rules of the Game: 1. The player always begins the game in their cell in a state of 10 health. 2. Each time the player changes rooms (i.e, makes a legal move), the player loses one point of Health 3. The goal of the game is to collect the Jailer's Key (located in a random room) and then reach the exit room. NOTE:: the key should not be in the exit! Which we will assume is the last room in the vector! 4. The player automatically picks up the Jailer's Key when entering the room containing it for the first time. The Jailer's Key is only picked up one time. 5. The player will die if hisher Health reaches 0 . 6. The player will only win the game only if they reach the exit. 7. If the player tries to move in any direction that does not change the room, then this is considered an illegal move and nothing happens (including no loss of Health). In this case, a. the illegality of the move will be displayed, b. the game will pause until a key is pressed, The Dungeon Adventure Game will be constructed as a single-user dungeon (SUD). The SUD has only five rooms (labeled via a Name enum). The rooms are connected along the cardinal directions according to the layout in the Figure below. The jailer's room contains a Jailer's Key, which will feature into the garneplay. Also depicted in this diagram is the mapping of keyboard inputs to the cardinal directions. Task Summary This programming task is a review of Programming I concepts up to and including dedaring, defining, and invoking functions. We will be implementing a very simple interactive game, called "Dungeon Adventure". For this assignment you will leam and demonstrate how to: 1. write and read data from the standard input and output streams, 2. write functions using pass-by-value and pass-by-reference; 3. utiize a loop construct, 4. utilize multiple types of selection construct, 5. declare and define variables, 6. manipulate vectors, 7. use structs, 8. use enum class

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