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- Project Specification
- Due: 11:59 P.M. Thursday, November 29, 2012
- "Johnny Football Versus The S.E.C."
- The project is to write a C++/FLTK GUI program which simulates a football
- game pitting the Fightin' Texas Aggie quarterback "Johnny Football" against the
- defensive line of an S.E.C. opponent.
- The game board is an 8 by 8 checkerboard, and the game is based on "Fox and
- Hounds," as described on Wikipedia. The fox is the TAMU quarterback making a
- "quarterback keeper" play, and the hounds are an S.E.C. defensive line. The
- human player chooses one side and the program plays the other side.
- The checkerboard consists of alternating light and dark squares in colors of
- your choice, but the checkers should be either Aggie maroon or the appropriate
- S.E.C. opponent's color. The game is played on the 32 dark squares.
- The program should start by giving instructions on how to play the game and
- asking the player's name, the S.E.C. team, and whether the player wants to play
- quarterback or defense. At the end of the game, update a disk file of the
- top five scores and player names, and display those. (The list starts out
- blank.)
- If the human player chooses to be the quarterback, he/she may choose
- any of the bottom four dark squares as the starting square by clicking on it.
- The quarterback moves first, by clicking on the square he wants to move to,
- then the program moves one defensive lineman, and so on.
- If the human player chooses to be the S.E.C. defensive line, the program picks
- a quarterback starting square and the first quarterback move. Then after each
- quarterback move the human player moves one defensive lineman.
- The game ends when the quarterback reaches the top goal line (TAMU wins), or
- when the player whose turn it is cannot move. If the defense cannot move TAMU
- wins, and if the quarterback cannot move the S.E.C. wins. The quarterback's
- score is as follows:
- Quarterback cannot move 2 * number of quarterback moves
- Defensive line cannot move 3 * number of quarterback moves
- Quarterback reaches goal line 100
- The defensive line's score is 100 minus the quarterback's score.
- Your program does not have to win the game to get full credit, it just has to
- make legal moves. For example, pick a defensive lineman and move one square
- down diagonally, or pick a legal quarterback move diagonally forward
- or backward one square; no piece can move to a square occupied by another
- piece.
- If you want to pick a piece or a move at random, std_lib_facilities3.h has a
- function randint(n) which returns a random int in the range [0,n).
- You must use classes and buttons and you cannot have more than 24 statements in
- a function, including main().
- This is a team project, with three students on a team. The instructor will
- assign the teams. (Note: If there are any problems with your team assignment,
- please talk to your TA or Dr. Daugherity promptly.) You may choose either
- the Visual C++ environment in the lab or linux-new.cse.tamu.edu with X windows.
- Every member of the team must do some of the coding, some of the testing, and
- write some of the report.
- Your program must be written with a GUI in C++ using FLTK and be submitted both
- to CSNET and also on a CD. The project report (described
- below) should be submitted on paper to your TA, along with your CD. You only
- need to submit one report and CD and CSNET file per team. All team members
- will receive the same project grade, unless some team member does not do
- his/her part (see report outline below).
- Extra credit (up to 10 points) will be given for additional features such as
- images (maybe pictures on the checkers?), animation, sound effects (e.g., use
- Audiere or the Microsoft Windows API to play a .wav file of the football fight
- songs), a clock showing how many seconds have elapsed, etc.
- The TA's will vote on the best projects, which (with your permission) will be
- posted on the course web site for everyone to play!
- REPORT OUTLINE
- The project report must be printed on a laser printer. The report should
- include the following sections:
- 1. Team information (team name, members' names, who did what, did each member
- do a fair share of the work)
- 2. Statement of the problem, significance, etc.
- 3. Restrictions and limitations
- 4. Explanation of your approach, including a HIPO chart (analysis to choose a
- strategy for programming the project, how you coded it, etc.)
- 5. Sample run (screen shots)
- 6. Results and analysis
- 7. Conclusions - What did you show? What did you learn?
- 8. Future research (how your program could be improved or extended)
- 9. Instructions on how to run your program
- 10. Listing of the COMMENTED program
- 11. Bibliography - references used, if any
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