SENG201 (Software Engineering I) Project

时间:2023-05-06 10:27:38

SENG201 (Software Engineering I) Project
Space Explorer
For project admin queries:
For project help, hints and questions:
March 25, 2019
1 Introduction
1.1 Administration
This project is a part of the SENG201 assessment process. It is worth 25%
of the final grade. This project will be done in pairs, and you must find your
own partners. Please register your partnership on LEARN before two weeks
from the project being handed out. Submissions from individuals will not be
accepted. Pairs are not allowed to collaborate with other pairs, and you may
not use material from other sources without appropriate attribution. Plagiarism
detection systems will be used on your report and over your code, so do not copy
the work of others.
Please submit your deliverables on LEARN no later than 5pm, Friday 24th
of May. Students will be asked to demo their project during labs and
lectures in the week of the 27th of May (week 12). The drop dead date is the
31st of May, with a standard 15% late penalty.
1.2 Outline
This project is to give you a brief idea of how a software engineer would go about
creating a complete application from scratch that has a graphical interface. In
this project, you will build a game in which you and your crew are
lost in space with your spaceship. Your spaceships has been broken
and its pieces are scattered throughout the surrounding planets. You
will need to find the missing pieces of your spaceship so that you
can repair it and get home. The idea of the game is slightly open to allow
SENG201作业代写、Software Engineering I作业代做、Java实验作业代做
some room for creativity, but please ensure you implement the main project
requirements as that is what will be graded.
1.3 Help
This project can get confusing and frustrating at times when your code does
not work. This will likely be the largest program you have written thus far, so it
is very important to break larger tasks into small achievable parts, and then
implement small parts at a time, testing as you go.
Having a nice tight modular application will help with debugging, so having
appropriate classes is a must. If you are having problems, try not to get too
much help from your classmates, and instead ask for help from your tutors,
Jack and Maree. You can email them or ask them questions in labs. Always
save your work and have backups, do not assume that the CSSE department
will be able to recover any lost data.
2 Requirements
This section describes what your game must do and is written as a set of requirements.
Try thinking of each requirement as a separate ticket that needs
to be closed before others started, and it will help you have code which works
and can be built upon, instead of a lot of broken spaghetti code.
Hint: Functionality in each subsection can be placed in its own module or
class. Modularisation is the key, especially when you begin GUI programming.
2.1 Setting Up the Game
When your game first starts it should ask the player how many days they would
like the game to last (between 3 and 10 days). The number of pieces that the
player needs to find is derived from the number of days. There should be about
2/3 the amount of pieces to find as there are days, rounding down if it doesn’t
divide evenly. For example, a game lasting three or four days should have two
pieces to find. A game lasting five days should have three pieces to be found,
and so on.
2.2 Creating Crew Members
1. Select the number of crew members you would like.
2. Choose your crew:
(a) Choose 2 - 4 crew members from 6 different types of potential crew
members. The same type of crew member may be selected more than
once.
(b) Different types of members should have different strengths (more
health, more skilled at repairing spaceship or searching for parts).
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(c) The player should be able to name each crew member.
3. Name your ship.
4. Start adventure.
2.3 Playing the Main Game
Once the adventure has been started, the main game can begin. The crew find
themselves on a far away planet with their spaceship. There will be a series of
options displayed to the player. Some of these options constitute an “action”,
and each crew member may only perform a maximum of two actions per day.
The player should be able to perform the following activities (note that these
do not count as crew member actions):
1. View the status of the crew member. This includes viewing their hunger,
tiredness, and health levels. Crew attributes will be better explained in
section 3.
2. View the status of the spaceship. The player should be able to view the
shield health of the spaceship.
3. Visit the nearest space outpost and:
(a) View objects, such as food and medical supplies that are for sale.
(b) Show what objects the player currently owns, their amounts, and the
amount of money the player has.
(c) See the prices of each object.
(d) See the attributes of the object, attributes will be better explained
in section 3.
(e) Enable the player to purchase objects such as food and medical supplies.
(f) Be able to purchase multiple objects at a time without leaving the
outpost.
4. Move on to the next day.
(a) The player should be able to move to the next day at any time, even
when there are still actions remaining for any of the crew members.
Crew members should be able to perform the following actions, unless stated
otherwise, each counts as one action for the crew member performing it.
1. Eat food or use medical supplies from the ship’s inventory.
(a) The player should be able to choose what food or medical item the
crew member eats or uses.
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(b) This should consume the food or medical item, and decrease the crew
member’s hunger or increase health level by some amount.
(c) Food will be explained more in depth in section 3.
2. Sleep.
(a) Sleeping should make the crew member less tired.
3. Repair the shields of the ship.
(a) This should increase the shield level of the ship by some amount.
4. Search the planet for spaceship parts.
(a) When searching a planet, a crew member may find a transporter
part, a food item, a medical item, money, or nothing. There should
be a random chance of finding any of these.
(b) Only one transporter part may be found per planet.
5. Pilot the ship to a new planet.
(a) Two crew members are required to pilot the ship to a new planet, so
the player must have two crew members with at least one action left
each to perform this action.
(b) The player should be able to choose which crew members will pilot
the ship.
There will also be some random events which you will need to implement. These
should only happen at the start of a new day (or when moving to a new planet
for an asteroid belt). The player should be alerted when any of these random
events occur:
1. Alien pirates.
(a) Alien pirates board the ship and steal an item.
(b) A random item is removed from the ship inventory.
2. Space plague.
(a) One or more of your crew members comes down with space plague.
(b) This should decrease the health of those affected.
(c) The crew member remains sick and loses more health each day until
they take medicine for the space plague (which is one of the medical
items that may be purchased from the space outposts).
3. Asteroid belt.
(a) The ship goes through an asteroid belt.
(b) This should cause damage to the ship, decreasing the shield level.
(c) The effect of the damage should be scaled by the shield level of the
ship at the time of encountering the asteroid belt.
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2.4 Finishing the Game
After all pieces of the spaceship have been found or all days are completed, the
game should end. A screen should display the ships name, the number of days
taken to complete the game, and whether all pieces of the spaceship were found.
A final score should be displayed. How you score is up to you, but we
recommend computing a daily score of status attributes.
2.5 Extra Credit Tasks
If you have finished early, and have a good looking application, then you will
be in for a very high mark. If you want some more things to do, then please
discuss it with the tutors in the lab, but you are free to add any features you
wish, just be careful to not break anything. Here are some ideas, and you do
NOT need to implement them all to get full marks:
A player may want to save the current state of the game, and be able to
load it up at a later time.
You might want to put a story line into your game, so have consistent
characters, and a plot which gets told through pop ups or dialogue.
The player might want the ability to create their own crew and ship, by
using their own custom names and pictures.
3 Design and Architecture
This section provides some ideas with how your program should be structured.
The following are some class candidates, and should be represented in your
program. Important things to think about here are interactions between classes,
what classes should be instantiated, and what roles inheritance should play.
3.1 Crew
All crews have a name and a ship, and contains a list of crew members, a list of
medical items the team has, a list of food items the crew has and the amount
of money the crew has remaining.
3.2 Crew Members
Crew members have a name and a type. Six types will be enough. The type
influences the rate at which their health, hunger, and tiredness degrade over
time. Crew members have a health level, which defaults to 100%. Some crew
members may have a special ability, such as being more effective at repairing
the shields of the ship. When a crew member’s health drops to 0, the crew
member dies and is removed from the crew.
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3.3 Medical Items
There should be different types of healing items, three will be enough. One
of the items must be a cure to the space plague. Other medical items should
increase the health of the crew member by some amount. All medical items
have a price, and prices will depend on how much health is restored.
3.4 Food Items
There should be different types of food items, six will be enough. All food has
a price, and the prices will vary depending on the food. Food will also differ
in nutrition. By feeding food to a crew member, their hunger level should be
affected.
3.5 Game Environment
The game environment contains your game, and will implement functions to
provide the options mentioned above, and will call methods of the above classes
to make that option happen. The game environment keeps track of a crew. The
game environment instantiates crew members, items, and transporter pieces,
and places the objects where they belong.
All of the game logic will be placed in the game environment, such as the
feed() method may call crewMember.feed(foodItem); or similar. This class
will get large, please try and keep it modular.
4 Assignment Tasks
4.1 Writing UML
Before you start writing code, sketch out a UML class diagram of how you
think your program will look like. It will help you get an idea of what classes
there are, what class attributes are required, and will get you thinking of what
classes communicate with other classes (call methods of another class).
4.2 Implementing a command line application
Begin implementing classes, starting with crew, crew members, items, ship and
the game environment. Make the game environment a simple command line
application which works in a simple runtime loop which:
1. Prints out a list of options the player may choose, with numbers next to
the options.
2. Prompt the player to enter a number to complete an option.
3. Read the number, parse it and select the correct option.
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4. Call the method relating to the option and if necessary:
(a) Print out any information for that option, such as use a food item.
(b) Read in the number for the information offered.
(c) Parse the number and complete the action.
5. Go back to step 1.
This will enable you to slowly build up features, and we recommend to
only implement one feature at a time. Make sure you test your feature before
moving onto implementing more features. Once you are feature complete and
have a working game, you may move onto implementing a graphical application.
The command line application will only be assessed if there is no graphical
application, or if there are fatal bugs in the graphical application. In this case,
partial marks will be awarded for correct command line functionality. Hint:
For a very basic solution to read input from the command line you may want
to explore class Scanner in the Java API.
4.3 Implementing a graphical application
You will be implementing a graphical application for your game using Swing,
which will be explained in labs. For the purposes of this assignment, we do not
recommend writing the Swing code by hand, and instead using the interface
builder offered by the Eclipse IDE. This lets you build graphical interfaces in
Swing by dragging and dropping components onto a canvas onscreen, and it will
automatically generate the code to create the graphical application you built.
Please note, you are required to ensure that any automatically generated
code complies with the rest of your code style, so you will need to change
variable/method names and code layout.
Once you have built your interface, the next task is to wire up the graphical
components to the methods your command line application supplies, and to update
the onscreen text fields with the new values of your class attributes/member
variables. Most of these functions are triggered on onClick() methods from
buttons. Start small, and complete Section 2.1 “Setting up the Game” first to
get used to GUI programming. You might need to slightly adjust your methods
to achieve this. Then move onto the main game.
Note that this is the largest task to complete and many students under
estimate how much time it will take. Try to be at this stage one week after the
term break if possible.
4.4 Writing Javadoc
Throughout your application, you need to be documenting what you implement.
Each attribute of a class should have Javadoc explaining what its purpose is.
Each method needs to explain what it does, what variables it takes as parameters,
and what types those variables are. You should be building your Javadoc
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regularly, as it integrates into the IDE very nicely, and will aid you in writing
good code.
4.5 Writing unit tests
You should design JUnit tests for your smaller, basic classes, such as Crew,
Crew member, Medical Items, Food Items and their descendants if you think
necessary. Try and design useful tests, not just ones that mindlessly verify that
getters and setters are working as intended.
4.6 Report
Write a short two page report describing your work. Include on the first page:
Student names and ID numbers.
The structure of your application and any design choices you had to make.
We are particularity interested in communication between classes and how
inheritance was used. You might want to reference your UML class diagram.
Where collections have been used and in what form.
An explanation of unit test coverage, and why you managed to get a
high/low percentage coverage.
Include on the second page:
Your thoughts and feedback on the project.
A brief retrospective of what went well, what did not go well, and what
improvements you could make for your next project.
The effort spent (in hours) in the project per student.
A statement of agreed % contribution from both partners.
4.7 A note on effort distribution
The “typical” or “common” distribution of the overall effort spent on these
activities is: around 5% creating the UML diagrams; 20% developing the command
line application; development of the graphical application is the most
time consuming task taking around 50% of your time; documenting your code
would take 5%; creating the unit tests around 15% and writing the report would
take the last 5%. However, note that these numbers vary between students and
these percentages are not supposed to be the exact amount of effort invested in
each task. They are only a rough guideline (e.g. we would not expect you to
spend 50% of your time on creating UML diagrams or writing the report; on
the other hand, we would expect that implementing the graphical user interface
takes quite a substantial portion of the effort).
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5 Deliverables
5.1 Submission
Please create a ZIP archive with the following:
Your source code (including unit tests).
Javadoc (already compiled and ready to view).
UML use case and class diagrams (as a PDF, or PNG. Do not submit
Umbrello or Dia files).
Your report as a PDF file. (Do not submit MS Word or LibreOffice documents).
A README.txt file describing how to build your source code and run
your program.
A packaged version of your program as a JAR. We must be able to run
your program in one of the lab machines along the lines of: java -jar
usercode1 usercode2 SpaceExplorer.jar.
Submit your ZIP archive to LEARN before the due date mentioned on the first
page. Only one partner of the pair is required to submit the ZIP archive.
5.2 Lab Demos
During the last week of term, you will be asked to demo your project during lab
and lecture time. Each team member must be prepared to talk about any aspect
of your application, we will be asking questions about any and all functionality.
There will be a form on LEARN in which you can book a timeslot, please ensure
you are both available, as you must come as a pair.
6 Marking scheme
6.1 Overall Assignment [100 marks]
6.1.1 Functionality and Usability [45 marks]
We will be testing the extent to which your code meets the requirements using
the graphical interface. This includes running the program and executing its
main functionalities.
If your graphical application is broken or faulty, partial marks will be awarded
for your command line application.
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6.1.2 Code quality and Design [15 marks]
We will be examining the code quality and design of your program. This aspect
include: your naming conventions, layout and architecture, and use of object
oriented features, among others.
Quality of your comments is also very important. You may wish to run
checkstyle over your code before you hand it in.
6.1.3 Documentation [15 marks]
We will be looking at your use of Javadoc, and how well it describes the attribute
or method you are commenting on, and how well it covers your codebase.
6.1.4 Testability [15 marks]
We will run your unit tests to see how well they cover your code, and we will
examine the quality of those tests. Try to make your tests do something other
than verifying that getters and setters work.
6.1.5 Report [10 marks]
Your report will be marked based on how well written it is and the information
it conveys about your program. The report must include what is specified in
section 4.6
Employers place a lot of value on written communication skills, and your
ability to reflect on a project, especially in agile programming environments.
6.2 Lab Demos [-30% penalty on failure to show up]
During the lab demos, you and your partner will be showing the examiners how
your program works and you may be asked to:
Construct a new game, and create a crew.
Perform actions with crew members.
View the status of the space ship.
Move on the next day.
Find a space outpost and buy items.
Show that random events occur.
Show that the game can be completed.
Show that the game runs without errors, obvious bugs or crashes.
Fulfils any or all of the requirements set.
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You may be asked to explain how your graphical interface is written, and
point to specific code.
You may be asked about how inheritance works in your program, again
pointing to specific code.
Anything else that the examiner wishes to ask about.
If you do not turn up to demo in your timeslot, you will be penalised 30%
of your marks for the assignment.

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