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cs代写:Basic MonoGame

2018-03-19 来源: 51due教员组 类别: 更多范文

下面为大家整理一篇优秀的cs代写范文- Basic MonoGame,供大家参考学习,这篇论文讨论了交互式程序。

MonoGame,交互式程序,assignment代写,cs代写,作业代写

Your task is to implement a very simple interactive program. At run-time, the user should be able to interactively select between display of a motionless and non-animated sprite (ex: mario standing still), a motionless and animated sprite (ex: mario running in place), a moving and non-animated sprite (ex: dead mario floating up and down), and a moving animated sprite (ex: mario running right and left). Note: only one of these sprites should be visible at a time. The user should also be able to quit the program with a key press. One significant purpose of this assignment is to gain experience using interfaces (designing them, implementing them, and using them like objects). Carefully read and follow these requirements:

For input keys/buttons, use:

Have a key (q) and gamepad button (start) that quits.

Have a key (w) and a gamepad button (A) that has the program display a sprite with only one frame of animation and a fixed position.

Have a key (e) and a gamepad button (B) that has the program display an animated sprite, but with a fixed position.

Have a key (r) and a gamepad button (X) that has the program display a sprite with only one frame of animation, but moves the sprite up and down on screen.

Have a key (t) and a gamepad button (Y) that has the program display an animated sprite, moving to the left and right on screen.

Note on input: you may not be able to physically test the GamePad code, but you still have to write the code for one. We’ll keep in mind the lack of testing capability when grading.

Note on sprite motion: Instead of the moving sprites periodically changing direction, you may opt to have the sprite move in only one direction and have its position wrap around to the opposite edge once it reaches the end of the screen.

Create some interfaces:

Create an interface for any and all controllers, I Controller.

Create an interface for sprites, I Sprite.

Optionally, using the Command Design Pattern, create a I Command interface.

Then make some concrete classes that implement the interfaces:

Implement a concrete class for a Keyboard controller.

Implement a concrete class for a Game Pad controller.

Implement a concrete class for the non-moving, non-animated sprite.

Implement a concrete class for the non-moving, animated sprite.

Implement a concrete class for the moving, non-animated sprite.

Implement a concrete class for the moving, animated sprite.

If you made an I Command interface, implement a concrete class for each Command the user can trigger: one for each different sprite that can be set and one to quit the game.

Finally, in the main game class, use the interfaces to animate/update the current sprite. If you are not using commands you will also need logic to switch between sprites and quit in the main game class (or in the concrete controllers).

Design suggestions:

Include a Dictionary in the Keyboard (and Game Pad) controller class that maps keys (buttons) to concrete instances of I Commands (based on the input keys/buttons listed above).

In the Update method of the controllers, for each input key/button that is pressed, create and execute its corresponding Command.

Alternatively, for the controller code if you are not using Commands, consider splitting up input logic into multiple classes (in this case Quitting Controller and Sprite Setting Controller)

In the Game (main) class, only use the interfaces in the Update and Draw methods.

Resources:

You can find sprite sheets for Super Mario Bros. off of links on the mario resources page. Many sprite sheets do not have uniform spacing between sprites, so if you want to directly apply the programming logic from the tutorials above, you will need to modify (using Paint, GIMP, Paint.NET, Photoshop, etc.) a sprite sheet OR alter the logic for setting coordinates for sprite drawing (this will be discussed in class).

Feel free to use other sprites, if you’re unsure if they fit the requirements, just ask. About the only sprite sheet you should not use is the one found on the last tutorial page as using this sprite sheet does not demonstrate that you fully understand how to specify source rectangle coordinates.

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