design project - EE 361 Spring 2007 Design Problem 1 Due...

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EE 361 Spring 2007 Design Problem 1 Due: Friday, April 11, 2008 Turn in your assignment using the same protocol as has been used on the other programming assignments As usual, be sure to keep track of and report in the comment section at the beginning of your homework solution: 1. The number of times you compile your code and 2. The total amount of time you spent, the time you spent thinking and writing algorithm before you started typing code (T time), the time you spent eliminating syntax errors (S time), and the time you spent debugging logical errors (D time). Total time should be (T time + S time + D time). The general structure and naming conventions used in the homework assignment must be consistent with those used in the previous assignments this semester. Be sure to turn in your assignment via Blackboard, as you have done previously. Work on this assignment is to be individual effort. You may discuss the problem with other students, but each student must design and implement his or her own solution. Violations of this requirement will be considered violations of academic integrity. Design project In this project, you are to implement a variation on a Treasure Hunt game. This game is one in which the “world” is a 2-D grid representing a board. The grid has a number of cells that is determined by the size of the grid. Each cell has some number of neighbors (the surrounding cells). In this game, each square in the grid is: l clear, l a square containing an obstacle, l a square containing the treasure, l a square containing a booby trap To begin the game, it must be initialized as a board, with “obstacles” placed in it. It must also be initialized so that the treasure is placed in some non-obstacle square. Some number of non- obstacle squares will be initialized as booby-traps. The player does not know what the “playing board” looks like and (in particular) does not know where the obstacles or the booby traps are or where the treasure is.
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The game begins when the player enters the board. At each “turn”, the player is told two things: l how close he is to the treasure (i.e. how many more moves will it take at a minimum to get to the treasure) and l roughly what direction the treasure is from his current position (given in compass positions – N, NE, E, SE, S, SW, W, NW). Given this information, the player makes a move – one square N, E, W, or S.
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design project - EE 361 Spring 2007 Design Problem 1 Due...

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