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Category > Programming Posted 06 May 2017 My Price 20.00

programming assignments

Hello hch88 A, I saw that you have helped a few people with these types of programming assignments and wanted to ask for your help on this gsp 125 iLab 7. I posted the questions below and attached the a zip folder that contains the whole program. I would appreciate if you could help me because it is due April 16, this Sunday, thank you.

 

// 1) Replace Vector2 and Coordinate

// a) Create a new Vec2 class as a replacement for both Vector2 and

//   Coordinate. Vec2 must be a templated class, so that it stores and

//   manipulates X and Y values of a templated type. It may be helpful to

//   start with the Vector2 class, add "template<typename TYPE>" to the

//   header, and replace (Ctrl+H) each instance of "float" with "TYPE", and

//   "Vector2" with "Vec2".

// b) Remember, a templated class must have all method definitions in the

//   same file as the templated class declaration. Also remember that method

//   definitions outside of a templated class' declaration need a 

//   "template<typename TYPE>" header, and a "<TYPE>" appended to the class

//   name with the scope resolution operator (e.g.: 

//   "void Vec2<TYPE>::limitMagnitude(TYPE max) {/* method body */}").

// c) Replace the use of Vector2 with Vec2<float>.

// d) Replace the use of Coordinate with Vec2<int>.

// 2) More Game Goals

// a) Instead of having a single goal for the player, create at least 3

//   randomly placed goals for the player. Use a "std::vector<Entity>" 

//   object (from the Standard Template Library) named "goals" to store the

//   goals.

// c) Whenever the user clicks in the game window, the game should create

//   another goal object for the player to get, and add it to the

//   "std::vector<Entity> goals" object.

// d) Each retrieved goal should be removed from the game after being

//   retrieved by the player. A "You Win!" message should display when the

//   player retrieves all goals.

//

// [Autonomous Agent] The player controlled Entity can move to collect each

//   goal without any user input!

// [He's Coming, RUN!] Create a MovingTarget class that extends Entity, and use

//   that for the game goals. Each MovingTarget should wander randomly and

//   slowly, running away from the player if the player comes withing a

//   certain radius. Be sure to prevent goal entities from escaping the game

//   boundaries!

// [I'll Make My Own List] Create your own templated list type and use it

//   instead of the std::vector class.

// [Blocked!] Implement collision detection, so that Entity objects can't

//   occupy the same area.

// [We've Had Enough!] Create a Hunter class that extends Entity, and slowly

//   follows the player's Entity, ending the game in defeat if the player

//   should be caught by a Hunter.

// [Let's Fight!] Create a Projectile class that acts as a projectile attack

//   for the player's Entity. Keep track of all projectiles in the game with

//   a "vector<Projectile>" object. If there are Hunters in the game,

//   give Hunters a projectile attack as well! Don't forget to remove

//   projectiles from the game once they hit something or leave the game

//   boundaries!

Answers

(15)
Status NEW Posted 06 May 2017 03:05 AM My Price 20.00

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Attachments

file 1494041728-Solutions file.docx preview (51 words )
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