ICS3U编程代写、代做Java/Python程序设计
- 首页 >> Python编程 ICS3U – Summative Assignment
METHODS AND ARRAYS
Searching for Sugar:
Sugar the Sloth is lost in the Jungle (or you could think of it as a grid with rows and columns) and you will
need help him escape – while avoiding the roaming predators that are after him - in as few moves as
possible. He starts in a random location and can move randomly 1 space each turn. You need to find him
and return him to the starting spot without getting caught by the predators.
Your game should have a full description of what the game will actually do.
- Be sure to explain the directional controls for the game
o How will they enter their guesses :
▪ entering co-ordinates (ie B2)
▪ enter directions (left / right / straight / north / south )
▪ using mouse clicks
o Sugar the Slothcan only move to adjacent cells - one square at a time each turn (up / down /
left / right) – no diagonal moves
You need to explain the rules and point scheme for the game (along with how to win or lose).
The user should input their name and it should be used during game play.
There should be a counter displaying the number of guesses they have taken so far and a grid showing where
they currently are and where they have searched already.
There should be a win and lose message with the players name in it with their total points.
There should be messages to tell the player if they are getting close
- You figure out how best to inform them
o Ie. Within 4 spots – getting warmer
o Ie. Within 2 spots – very hot
There should be a display of where the player has already
guessed so far
- There are multiple levels of challenge to this single task
There should be a labeled grid separating each cell
- See image to the right
A “Give up” option/button to allow player to forfeit game
A “Cheat” option/button should display Sugar the Sloth’s current location in the grid
A “Win” option/button should display a winning message
Sugar the Sloth’s starting location should be random within the gridICS3U – Summative Assignment
METHODS AND ARRAYS
Marking Scheme NAME: __________________________
Level 1 Level 2 Level 3 Level 4 Marks
Program
functionality
40
Few level 3 features
implemented
Most level 3 features
implemented with
minor inefficiencies
All level 3 features
implemented
correctly and
efficiently
All features
implemented
correctly and
efficiently 40
TF1.05 – determine
the level of error
checking required for
given problems.
10
Program is
functional with a
basic set of data
only.
Many run-time errors
with advanced data
set.
Program is
functional with some
advanced data sets.
Some run-time
errors with advanced
data set.
Program is
functional with
advanced data set.
No run-time errors
occur.
Program is
functional with
advanced data set.
No run-time errors
occur. Additional
error-checking has
been added.
10
SP2.06 - Write
methods that work
with parameters.
Uses functional and
procedural methods
20
Demonstrates
limited ability to write
methods with
parameters.
Inappropriate use of
functional and
procedural methods.
Demonstrates some
ability to write
methods with
parameters. Uses
functional and
procedural methods
appropriately in
some cases.
Demonstrates
considerable ability
to write methods
with parameters.
Appropriate use of
functional and
procedural methods.
Demonstrates a high
level of ability to
write methods with
parameters.
Superior use of
functional and
procedural methods.
20
SP1.06 - produce
user-friendly input
and output forms;
(Program
description/
instructions 5)
(Input 5)
(Output 5)
15 (C)
Input and/or output
is incomplete or
difficult to follow.
Program description/
instructions are
missing or
incomplete
Some input and/or
output is incomplete
or difficult to follow.
Program description/
instructions are
somewhat
incomplete
Input and output is
complete and
straight forward.
Program description/
instructions are
complete.
Some aspects were
not clear, or easy to
use in the interface.
Input and output is
intuitive and easy to
follow. Program
description/
instructions are
superior. Interface
is easy to clear,
simple and easy to
use.
15
Documentation
included
Yes/No 5
/90
Expectation Mark
Use defined programming
practices (Documentation).
/40 (K/U)
Level of error checking. /10 (TIPS)
Program functionality /20 (A)
User friendly input / output /20 (C)
Totals: K/U /40 TIPS /10A /20 C /20ICS3U – Summative Assignment
METHODS AND ARRAYS
Mandatory Requirements :
1. You game must use methods to solve / code your solution
2. You must use arrays in a meaningful way
a. Ie. Think of the playing board as an array
b. This would allow you pass information to and from locations
3. Try / Catch must be used in the solution
4. At a minimum the grid should be 10 x 10
a. You can make a larger play area if it helps with other extensions
Random Game Additions / Extensions
1. Sugar the Sloth can’t cross the path that they have already walked (additional challenge – have the
unwalkable path decay so after 10 turns – the path is now walkable again.
2. Sugar the Sloth randomly walks around the maze and can move between 0-3 spots at a time
3. Add random (invisible) walls that will obstruct the progress of the search (be sure these would give a
message that the path is impassible)
4. Add random pitfalls that will cause the player to restart their search and reset Sugar the Sloth’s
position.
5. Add randomly moving NPC’s that will attempt to stop your search (players need to avoid them)
6. Keep track of the path that Sugar the Sloth moved during the entire play of the game
7. Have an opening screen that displays an “animation” of the game being played
a. This could have drawings of Sugar the Sloth, the player, the maze, etc.
8. Expand your search area to a 3 Dimensional space (make grid 3D or even 4D)
9. Draw your player and Sugar the Sloth in the Grid during game play
10. A timer that is used displays how long they have been playing this game
a. They could then modify the high scorers list to include fastest finds
11. Add a battle phase, when player finds Sugar the Sloth– they can have some kind of battle to see if
Sugar the Sloth gets caught or escapes into Grid to hide again (think of Pokemon battles).
12. Allow diagonal moves for Sugar the Sloth
13. Enlarge the grid – so its 15x15 or 20x20
14. Play music and / or sounds during game play
a. Play different musical scores based on proximity to finding Sugar the Sloth
15. Have a hint button the user can click to give a tip on where to find Sugar the Sloth
a. They would lose some points each time they use this button
i. Ie. Sugar the Sloth is 3 spaces away, or down and right, or in row, or columns, etc.
16. Can you replay all of the moves that took place during the game play – store each move and let it be
displayed turn by turn.
CHALLENGES (to Level 4 and beyond).
In addition to the above, the following features must be included to obtain a FULL level 4+.
i) Keep track of the 5 most efficient searches of all time using files
ii) Sort the scores list using a bubble sort from highest to lowest
iii) Read the high scorers list from a file and update it if someone reaches the list
Optional challenges
i) Use an applet
Deadline – must be submitted by Tuesday June 14th by 1:40 pm
METHODS AND ARRAYS
Searching for Sugar:
Sugar the Sloth is lost in the Jungle (or you could think of it as a grid with rows and columns) and you will
need help him escape – while avoiding the roaming predators that are after him - in as few moves as
possible. He starts in a random location and can move randomly 1 space each turn. You need to find him
and return him to the starting spot without getting caught by the predators.
Your game should have a full description of what the game will actually do.
- Be sure to explain the directional controls for the game
o How will they enter their guesses :
▪ entering co-ordinates (ie B2)
▪ enter directions (left / right / straight / north / south )
▪ using mouse clicks
o Sugar the Slothcan only move to adjacent cells - one square at a time each turn (up / down /
left / right) – no diagonal moves
You need to explain the rules and point scheme for the game (along with how to win or lose).
The user should input their name and it should be used during game play.
There should be a counter displaying the number of guesses they have taken so far and a grid showing where
they currently are and where they have searched already.
There should be a win and lose message with the players name in it with their total points.
There should be messages to tell the player if they are getting close
- You figure out how best to inform them
o Ie. Within 4 spots – getting warmer
o Ie. Within 2 spots – very hot
There should be a display of where the player has already
guessed so far
- There are multiple levels of challenge to this single task
There should be a labeled grid separating each cell
- See image to the right
A “Give up” option/button to allow player to forfeit game
A “Cheat” option/button should display Sugar the Sloth’s current location in the grid
A “Win” option/button should display a winning message
Sugar the Sloth’s starting location should be random within the gridICS3U – Summative Assignment
METHODS AND ARRAYS
Marking Scheme NAME: __________________________
Level 1 Level 2 Level 3 Level 4 Marks
Program
functionality
40
Few level 3 features
implemented
Most level 3 features
implemented with
minor inefficiencies
All level 3 features
implemented
correctly and
efficiently
All features
implemented
correctly and
efficiently 40
TF1.05 – determine
the level of error
checking required for
given problems.
10
Program is
functional with a
basic set of data
only.
Many run-time errors
with advanced data
set.
Program is
functional with some
advanced data sets.
Some run-time
errors with advanced
data set.
Program is
functional with
advanced data set.
No run-time errors
occur.
Program is
functional with
advanced data set.
No run-time errors
occur. Additional
error-checking has
been added.
10
SP2.06 - Write
methods that work
with parameters.
Uses functional and
procedural methods
20
Demonstrates
limited ability to write
methods with
parameters.
Inappropriate use of
functional and
procedural methods.
Demonstrates some
ability to write
methods with
parameters. Uses
functional and
procedural methods
appropriately in
some cases.
Demonstrates
considerable ability
to write methods
with parameters.
Appropriate use of
functional and
procedural methods.
Demonstrates a high
level of ability to
write methods with
parameters.
Superior use of
functional and
procedural methods.
20
SP1.06 - produce
user-friendly input
and output forms;
(Program
description/
instructions 5)
(Input 5)
(Output 5)
15 (C)
Input and/or output
is incomplete or
difficult to follow.
Program description/
instructions are
missing or
incomplete
Some input and/or
output is incomplete
or difficult to follow.
Program description/
instructions are
somewhat
incomplete
Input and output is
complete and
straight forward.
Program description/
instructions are
complete.
Some aspects were
not clear, or easy to
use in the interface.
Input and output is
intuitive and easy to
follow. Program
description/
instructions are
superior. Interface
is easy to clear,
simple and easy to
use.
15
Documentation
included
Yes/No 5
/90
Expectation Mark
Use defined programming
practices (Documentation).
/40 (K/U)
Level of error checking. /10 (TIPS)
Program functionality /20 (A)
User friendly input / output /20 (C)
Totals: K/U /40 TIPS /10A /20 C /20ICS3U – Summative Assignment
METHODS AND ARRAYS
Mandatory Requirements :
1. You game must use methods to solve / code your solution
2. You must use arrays in a meaningful way
a. Ie. Think of the playing board as an array
b. This would allow you pass information to and from locations
3. Try / Catch must be used in the solution
4. At a minimum the grid should be 10 x 10
a. You can make a larger play area if it helps with other extensions
Random Game Additions / Extensions
1. Sugar the Sloth can’t cross the path that they have already walked (additional challenge – have the
unwalkable path decay so after 10 turns – the path is now walkable again.
2. Sugar the Sloth randomly walks around the maze and can move between 0-3 spots at a time
3. Add random (invisible) walls that will obstruct the progress of the search (be sure these would give a
message that the path is impassible)
4. Add random pitfalls that will cause the player to restart their search and reset Sugar the Sloth’s
position.
5. Add randomly moving NPC’s that will attempt to stop your search (players need to avoid them)
6. Keep track of the path that Sugar the Sloth moved during the entire play of the game
7. Have an opening screen that displays an “animation” of the game being played
a. This could have drawings of Sugar the Sloth, the player, the maze, etc.
8. Expand your search area to a 3 Dimensional space (make grid 3D or even 4D)
9. Draw your player and Sugar the Sloth in the Grid during game play
10. A timer that is used displays how long they have been playing this game
a. They could then modify the high scorers list to include fastest finds
11. Add a battle phase, when player finds Sugar the Sloth– they can have some kind of battle to see if
Sugar the Sloth gets caught or escapes into Grid to hide again (think of Pokemon battles).
12. Allow diagonal moves for Sugar the Sloth
13. Enlarge the grid – so its 15x15 or 20x20
14. Play music and / or sounds during game play
a. Play different musical scores based on proximity to finding Sugar the Sloth
15. Have a hint button the user can click to give a tip on where to find Sugar the Sloth
a. They would lose some points each time they use this button
i. Ie. Sugar the Sloth is 3 spaces away, or down and right, or in row, or columns, etc.
16. Can you replay all of the moves that took place during the game play – store each move and let it be
displayed turn by turn.
CHALLENGES (to Level 4 and beyond).
In addition to the above, the following features must be included to obtain a FULL level 4+.
i) Keep track of the 5 most efficient searches of all time using files
ii) Sort the scores list using a bubble sort from highest to lowest
iii) Read the high scorers list from a file and update it if someone reaches the list
Optional challenges
i) Use an applet
Deadline – must be submitted by Tuesday June 14th by 1:40 pm