Executive Summary

You will be implementing a relatively complex old-school arcade-style game, which we're calling "Escape!". The game will run in the terminal and be based on ncurses, which you are familiar with from our prior lab. In this game, you are a player on a game board:

Honor:
The course policy and the instructions it references, most pertinently COMPSCIDEPTINST 1531.1D, spell out what kinds of assistance are permissible for programming projects. The instructor can give explicit permission for things that would otherwise not be allowed. For this project, you are allowed
  1. to get help from your instructor and current MGSP leaders (any assistance must be documented though), and
  2. to use general purpose C++ resources online (though such use must be documented).
For this project, you are not allowed to do the following:
  1. Resources that might specifically address this project.
  2. You are very specifically not allowed to look at previous semesters' programming project or lab solutions in this course or any other similar courses that may have addressed similar issues.
Combining the instructions referenced in the course policy and the explicit permissions above, and what you get is summarized as:

Part 0: Download Required Files (click on images)


p3files.tgz
All required files in one download. This contains everything below. To extract its files, run the following command:

tar -xvf p3files.tgz

The following are the individual files contained in the archive "p3files.tgz" above.

Caution: You are not allowed to change these files.


boardTiny.txt

board2rm.txt

boardCenter.txt

boardMaze.txt

boardBounce.txt


easycurses.h

easycurses.cpp
Your interface to drawing in the terminal.


Pos.h

Pos.cpp
These functions and structs will make your life easier.
You must use both Pos.h/Pos.cpp, and again you cannot modify them.


rundebug
  The program that handles debug output & opens a 2nd terminal for you.


gameScript.txt

tinyScript.txt
These files will be used for part 5.


Makefile
  You will use this file when compiling your code.

Part 0.1: Review Material

Easycurses.h: Review Lab 10 for easycurses.h and how to use it.

Debugging: easycurses takes over your terminal, so you can't just cout helpful debug messages anymore. Look at Parts 1b and 1c of Lab 10 for a reminder of how to do this with 2 terminals.

Important: be sure to check out further information on design suggestions!

Part 0.2: How to compile your code

  1. Open Makefile with your editor. Makefile looks as follows:
    part1: 
    	
    part2: 
    
    part3: 
    	
    part4: 
    
    part5: 
    
    ################## DON'T TOUCH BELOW ##################
    run1: part1
    	@./part1
    run_%: %
    	@test -f $* && echo "$*: Code compiled successfully" 
    
  2. To compile your solution to Part 1, execute the following command in the terminal:
    make part1
    You can compile other parts similarly. Add the compilation details for each part in Makefile as necessary.

Part 0.3: How to submit

Check Submission near the end.

Part 1: Read the board! [20pts]

Name your .cpp file containing main() part1.cpp

Board files look something like this:
10 x 20 1
####################
#                  #
#  Z  ########     #
#            #     #
#####        #     #
#   #        #     #
# X #        #     #
#   #####    #  Y  #
#            #     #
####################
The first line gives number of rows x number of columns, followed by the number of Z's you'll find on the board.

The X marks the goal position on the board. This is where the player is trying to get to.

The Y marks the player's starting position.

Zs are "spawn spots". These are positions that moving, death-dealing objects spawn from. There can be multiple spawn spots.

Note: Walls are always # characters, and walls always surround the edges of the board.

A valid Part 1 solution

This part is about reading in the board, and not much else. Don't do it all at once, break this part into your own smaller steps.
  1. Reads a filename for a board from the user (before ncurses is initialized!); it must print an error message and return if the file is not found!
  2. Reads the board file and stores the information in it.

    Note 1: Spaces are important here. You'll have to use the special ifstream function get() which returns char by char each time you call it:

    char ch = fin.get();
    rather than fin >> because you have to read in the whitespace characters.

    Note 2: Each line in the file ends with a newline character (ASCII code 10). This newline character is what indicates the end of the current line and the beginning of the next one. It is important to understand that when you use fin.get(), it will also read this newline character along with any other characters on the line. If the program encounters a newline character, it should recognize that the next line is starting, but it should not include the newline character in the board array. This ensures that only the actual content of the line is added, not the delimiter marking the line's end.

  3. Enter the graphics mode using easycurses. Prints the board on the screen. If the terminal window is too small, the program must exit easycurses, print an appropriate error message, and exit the program.

    Note 3: Don't print spawn spots or the player's start spot, but do print X for the goal.

  4. After the board is printed to the screen, use the following loop;
    
    char c;
    do {
      usleep(150000); // pause (sleep) for .15 seconds
      c = inputChar();
    } while(c != 'y'); //loop exits with a 'y'
    
    ... so that the board stays on the screen until the user presses y on the keyboard. After exiting the loop, the program must exit easycurses by calling endCurses(), and then print out the row,col coords of the player start spot and the spawn spots, just so we're sure we've got them right.

Note 4: You should make a struct to represent all the info you read from the file, and make a separate function to read in the file and give values to all the members of that struct.

Note 5: You must split your program into .h and .cpp files as we have discussed.

hit enter press y

Note: Check out this video of a running solution.

Important: be sure to check out further information on debugging with ncurses!

Part 2: Implement the player! [45pts]

Copy part1.cpp into part2.cpp

If you like, you can use the arrow keys to move rather than a,s,d,w. Here's how to do that:
  1. It turns out that inputChar() actually returns an integer.
  2. You can check for characters like kb == 'a', but you can also compare kb to the constants KEY_LEFT, KEY_RIGHT, KEY_UP, KEY_DOWN that ncurses defines. So, for example,
    int kb = inputChar();
    // if a-key was pressed
    if( kb == 'a' ) { }
    // if left-arrow was pressed
    if( kb == KEY_LEFT ) { }

A valid Part 2 solution

This part adds on to the Part 1 solution by implementing the player — i.e. the figure in the game that the user controls. Here are the details:

Note: please use Pos.h and Pos.cpp code for changing the direction.

DO NOT modify the files.

  1. The player (represented in the game by a "P") can either be moving or stopped.
  2. Initially, the player starts the game stopped, and at the position marked on the input file by a "Y".
  3. The a,s,d,w keys set the player's direction to W, S, E, or N respectively. If the player is stopped, set it to moving. A moving player should keep moving one step forward per round in its current direction.
  4. The r key stops a moving player.
  5. The player must bounce off the walls. Check out the detail on bouncing. Note that you have to determine both the direction and the position.
  6. The game stops when the player comes within distance 1 or less of the X.
  7. If the game stops because you reach the goal, print out the player's "score", which is 500 minus the number of steps (i.e. times through the main loop) it took to get to the goal.
Note: Check out this video of a running solution. In the end, your solution should print out the player's score as follows (see the last line in the picture below):

Part 3: Implement the space ships [65pts]

Copy part2.cpp into part3.cpp

A Valid Part 3 solution

Part 3 adds on to Part 2 by implementing "space ships", which are randomly moving figures (represented by *'s in the game) that kill the player if they collide with them. These ships bounce off walls, but simply pass through one another. Here are the details:
  1. At the start of the game, there are five overlapping ships on each spawn spot, each with a randomly chosen direction.
  2. Just as with the player, ships move one step per round in their current direction, and they bounce off walls in the same manner as the player. Colliding ships simply pass through one another.
  3. Every round there is a 1-in-10 chance that the ship will turn before stepping (not counting turning because of walls). This turn will be a 90deg left turn with probability 1/2, and otherwise a 90deg right turn.
    You're using our provided Pos.h and Pos.cpp code, right??
  4. If a ship and a player collide, the player dies (the game should then pause for two seconds, then exit the program). Here's how to define "collision":
    After each object has made its step for the round, we will say that player P and ship S have collided if P's current position and S's current position are the same, or both P's current position is the same as S's previous position and P's previous position is the same as S's current position.

    Important: be sure to check out further information on on collisions and death!

    This may seem a bit complicated, but we have to handle the situation in which P and Q are in adjacent squares and heading straight for one another. In this case, after one step they will have crossed, swapping positions. So even though their previous positions are different from one another and their current positions are different from one another, we still want to consider them to have collided.
    Note: Because of this rule, I strongly recommend that whatever struct you use to represent moving objects actually has a data member that stores the previous position.
    Note: I also strongly recommend that you implement a cheat — for instance the i key could make you immortal (i.e. collisions don't kill you). That makes life a whole lot easier when debugging along the way.

  5. When the player dies, you have to print a message "You lost, they got you!" as shown in the picture below.
Note: Check out this video of a running solution.

Segmantation fault?

The segmentation faults usually come from common mistakes that students make:

Part 4: Implement the Hunters [80pts]

Copy part3.cpp into part4.cpp

A valid part 4 solution

Part 4 adds on to Part 3 by implementing "hunters" which are game figures that kill the player on collision but which, unlike ships, actually track down the player. Here are the details:
  1. At the start of the game, there is one hunter on each spawn spot, each with a randomly chosen direction.
  2. Hunters are represented on screen by K
  3. Hunters move (and kill) exactly like ships except that instead of having a 1-in-10 chance each turn of turning randomly either left or right, a hunter has a 1-in-2 chance each turn of reassessing its direction. When it does so, it chooses a direction toward the Player. according to the following rule:
    For each hunter: 
      1. let dc = (Player column position) - (the hunter's column position)
      2. let dr = (Player row position) - (the hunter's row position)
      3. if dc < 0  then let cdir = 3  // West
      4. if dc >= 0 then let cdir = 1  // East
      5. if dr < 0  then let rdir = 0  // North
      6. if dr >= 0 then let rdir = 2  // South
      7. With prob 1/2 set the hunter's direction to rdir, otherwise set it to cdir
Note: Check out this video of a running solution.

Part 4.5: Make your own board [85pts]

This isn't really programming, but you should do it anyway. Make your own board file, call it boardYYXXXX.txt, where YYXXXX is your alpha code. Be creative, but make sure your program still works with your board file as input!

Note: be sure to put walls on all edges!

Part 5: Make it a game and use a linked list [100pts]

Copy part4.cpp into part5.cpp. Part 5 builds on Part 4 to make this a real game: Looked at one way, Part 5 is a fairly major rewrite of Part 4. Looked at another way, if you package your entire Part 4 solution up into a function, Part 5 is nothing more than calling that function repeatedly.

Here are the details:

  1. The file gameScript.txt contains lines like the following:
                  ,-|number of ships spawned per spawn-spot
                 /
    board2Rm.txt 5 1 points = 1000 ←|number of points for winning this board
    ------------    \  
    board file name  `-|number of hunters spawned per spawn-spot
    A player working through the game plays the board as described by the first line of gameScript.txt until either dying three times or winning. If the player wins, the game moves on to the board described by the second line of gameScript.txt, and so on and so forth.
  2. Read a gamescript file in a linked list. A valid Part 5 solution must read the gameScript.txt file completely at the very beginning of the program, and store the relevant information in it in a linked list. Yes, it has to be a linked list! After it's in the linked list you can transfer it into an array if you want, but you have to read it into a linked list. Why? Because you don't know ahead of time how many lines there will be in the file ... and also because I told you so.
  3. After a victory on a given board, your score is calculated as follows:
    B - S + 500
    
  4. After a victory, pause for 2 seconds (the video below doesn't pause, but your program must pause for 2 seconds). Then, restart the game with the next board on the list. Instead of a fixed value of five ships and one hunter per spawn spot, use the values given in the line from gameScript.txt.
  5. In each level, the player is given three chances. If the player dies three times on a given board, the game ends. Of course, if the player clears all the boards, the game also ends.
  6. When the game ends, print the total score and exit the program.
Note: Check out this video of a running solution.

Screenshots containing important messages:

Grading

Grading rubric: Look at the grading rubric.

Deadlines

Early bonus and late penalty

Submission

For this project, you don't need to turn in a coversheet. Your submission must include:
  1. All .cpp and .h files required to compile and run your program.
  2. Your boardYYXXXX.txt file, your gameScript.txt file, and all board files (e.g. boardCenter.txt) it references, including those that are linked off this page

How to submit

~/bin/submit -c=IC210 -p=proj03 Makefile *.cpp *.h *.txt