The goal of this assignment is to produce a text-based game with Python.
To start, download a1.zip from Blackboard and extract the contents. The a1.zip folder contains all the necessary files to start this assignment. Some support code has been provided to assist with implementing the tasks. You will be required to implement your assignment in a1.py.
The other provided file is a1 support.py, which contains some code to help you implement your assign- ment. You are not compelled to use this file to implement your assignment but it is strongly recommended. Do not make changes to the a1 support.py file. The only file that you are required to submit is a1.py. It could cause unexpected errors if you made changes to the a1 support.py file as well.
Pokemon: Gotta Find Them All! is a single-player puzzle game where the objective is for the player to find all the Pokemon without scaring them away by stepping on them. When the game starts the player should first be prompted for the game “size” (i.e. the grid size), before being prompted for the number of Pokemon used in the game. The game should then be displayed with all tiles unexposed (see Fig. 1 for a sample game of grid size, 7).
At each turn the player should be prompted for an action. Table 1 shows a list of valid actions:
Input |
Action |
Example |
’-Upper Case Character--number-’ |
Select a cell |
‘A1’ |
‘f -Upper Case Character--number-’ |
Place/remove a flag |
‘f A1’ |
‘h’ |
Help text (see examples at end) |
‘h’ |
‘q’ |
Quit |
‘q’ |
‘:)’ |
Restart |
‘:)’ |
Table 1: List of valid actions.
If, say, ‘C4’ is entered, then the cell at position, C4, should be uncovered to reveal a number that indicates how many Pokemon are hidden in the neighbouring cells. If no Pokemon are present in any neighbouring cells then the number 0 should be displayed. For cells which have a zero value (i.e. no neighbouring poke- mons) all the cell’s neighbours are uncovered (i.e. they are made to display the number of pokemons in neighbouring cells). If one of those neighbouring cells is also zero then all of that cell’s neighbours are also uncovered. This process repeats until there are no more 0’s uncovered. This forms a section. (See Fig. 2 for an illustration of this). (The big fun search function in the support code will search through the game to determine which cells needs to be uncovered)
If, say, ‘f B1’ is entered, then a flag will be placed on the cell at position, B1, provided there is no flag currently on that cell. Alternatively, if there is a flag on that cell, the flag will be removed.
If ‘h’ is entered, then advice about how to play the game is provided. See the Section, “Examples of how the game should run”, to see what this text should be. If ‘q’ is entered, then the game provides a prompt to make sure the player wants the game to end. If they do, then the game ends. (See the section, “Examples of how the game should run” to see the required text). If ‘:)’ is entered then the game is reset (i.e. restarted).
The game ends when either:
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