The State Universtiy of New York, Korea Computer Science
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1 The State Universtiy of New York, Korea Computer Science CSE 101 Handout 4: PS 3 October 11, 2017 This problem set is due Saturday, October 21 at 11:59pm, KST. Note that that the due date that you see on Blackboard is not accurate since it shows the time in EST. You should go by the due date in this handout. Add your name and address as a comment at the top of each file you submit. What to submit Hand in your work on Blackboard. Your submission should include the following. Please do not submit other files that I did not ask for. ps3.py Multiple submissions are allowed before the due date and time. Late submissions will not be graded. Assignment objectives To become comfortable writing Python programs that feature Boolean operators and loops. Incomplete work Please read what I said about this in PS 2. Naming conventions in Python and programming style in general Please read what I said about this in PS 2. Introduction For the six parts of this problem set you will be working on six individual parts that together will contribute to a simple game program called Starman. The code to start and play this game will be provided for you in a file called starman driver.py. This file is just for you to play the game and test your work. You will be graded on the individual functions that contribute to the crucial functionalities to the game. Without these functions working properly, you will not be able to play the game. Starman is a simple game that is made up for this assignment. The game takes place on a 5x5 game board, which will be represented by a list called board. The list board consists of five sub-lists, where each sub-list represents a row of the game board. The top-left corner slot is represented by board[0][0], and the bottomright corner slot is represented by board[4][4]. Don t worry about it if this does not make sense now as an example will be given later. Starman terminology includes the following:
2 Starman: the character you will be controlling and moving around the board. It is represented by the symbol *. Wall: When you move Starman around, you can t move into a wall which can appear anywhere on the board. A wall is represented by the letter W. Pit: When you move Starman around, you can sometimes see a pit. Unlike a wall, you can actually move into a pit. When you fall into a pit, however, the game is over (Starman dies). A pit is represented by the letter O. Food: Your goal in the game is to collect all the food on the board without dying, at which point you win the game. A piece of food is represented by the letter F. An empty slot: If a slot is empty on the board, Starman can move into. An empty slot is represented by a period (. ). An Example Starman Board looks like the following. The edge doesn t actually exist. It is just to help you understand the boundary * W.. F 3... W W. 5 F. O Note: the numbers in the example board above are NOT the indices in the board list. Those numbers above are the real row and column numbers, which are what you will need to return from the functions that you will be writing. It will be explained more in detail below. board = [[ *,.,.,.,. ], [., W,.,., F ], [ F,., O,.,. ]] As mentioned earlier, the top-left corner slot is represented by board[0][0], and the bottom-right corner slot is represented by board[4][4]. Part 0. Warm Up (10 points) First, study grid print for and grid print while as described in ps3.py. After that, complete the functions find in grid1 and find in grid2 also given in ps3.py. Part I. find starman (15 points) Complete the function find starman given in ps3.py. This function takes one parameter (board), which is a list of five sub-lists representing a game board. This function should scan through the game board, then return the coordinates of Starman (indicated by * ) in the format of a list that looks like this: [row number, column number]. Please note that these are the real row and column numbers, not the indices in the board list. For example, if Starman is located at board[0][1] when represented by the indices in the list, this means that Starman is on row one and column two, thus your function should return [1, 2], not [0, 1]. If Starman cannot be found in the board, your function should return [-1, -1]. However, you may assume that there will always be at most one Starman on the board, meaning there will be no case with two or more Starmans on the board at the same time. 2
3 Here are some example calls: board1 = [[ *,.,.,.,. ], [., W,.,., F ], [ F,., O,.,. ]] board2 = [[., W, W, W, W ], [ F, W,.,., F ], [., O,., W,. ], [.,., *, W,. ], [ O,., O,.,. ]] board3 = [[ O,.,.,.,. ], [., *,.,., F ], [.,.,., O,. ], [.,.,., O,. ], [ F,.,.,.,. ]] find_starman(board1) # returns [1, 1] find_starman(board2) # returns [4, 3] find_starman(board3) # returns [2, 2] General Tasks for Parts II through V For the following four parts you will be working on four movement functions that move Starman around in four directions (Up/Down/Left/Right). Your functions should update your game board based on the the movement. This means that you should update Starman s location based on the direction it moved, then return Starman s new location in the format [row number, column number]. Special rules apply: Moving into a wall: Starman cannot move through a wall. If a move would cause Starman to hit a wall, do not update the board and just return [-1, -1] to indicate an error. Moving into a pit: This means Starman fell into a pit and the game has ended. Your function should update the board by replacing the O in the pit with the letter X indicating that Starman died there. Also, your function should return the location where Starman died. The * should disappear from the board. Moving towards food: This simply means Starman picked up the food at a location. Replace the food symbol ( F ) with Starman and return Starman s new location. Moving outside of the game board: Since Starman cannot leave the game board, your functions should check for this special case. In the case where a movement would take Starman outside of the game board, do not update the board and just return [-1, -1] to indicate an error. Before you panic: Don t freak out when you see that there are so many parts in this problem set. Parts II through V are basically asking you to write four very similar functions of the same logic. Once you write on of the functions, you should be able to write the rest with ease. Part II. Move Starman Up (15 points) Complete the function move up given in ps3.py. This function takes one parameter (board), which represents the current state of the game board. This function should move Starman up by one row, update the game board (if needed), and then return Starman s new location as [row number, column number]. Please note that these are the real row and column numbers, not the indices in the board list. Special rules apply: please check General Tasks for Parts II through V above. 3
4 Here are some example calls: [., F, *, F,. ], [.,., O,.,. ]] board2 = [[., *,., F,. ], [.,., W, F,. ], [ W,., F,.,. ], [ *, O,.,.,. ], move_up(board1) # returns [2, 3] move_up(board2) # returns [-1, -1] move_up(board3) # returns [-1, -1] [.,., *,.,. ], [., F,., F,. ], [.,., O,.,. ]] board2 = [[., *,., F,. ], [.,., W, F,. ], [ W,., F,.,. ], [ *, O,.,.,. ], Part III. Move Starman Down (15 points) Complete the function move down given in ps3.py. This function takes one parameter (board), which represents the current state of the game board. This function should move Starman down by one row, update the game board (if needed), and then return Starman s new location as [row number, column number]. Please note that these are the real row and column numbers, not the indices in the board list. Special rules apply: please check General Tasks for Parts II through V above. Here are some example calls: [., *,.,.,. ], 4
5 [.,., O,.,. ]] board2 = [[.,.,., F,. ], [.,., W, F,. ], [., *, F,.,. ], [ W, *, F,.,. ], move_down(board1) # returns [3, 2] move_down(board2) # returns [-1, -1] move_down(board3) # returns [4, 2] [., *, O, F,. ], [.,., O,.,. ]] board2 = [[.,.,., F,. ], [.,., W, F,. ], [., *, F,.,. ], [ W,., F,.,. ], [ W, X,.,.,. ], Part IV. Move Starman Left (15 points) Complete the function move left given in ps3.py. This function takes one parameter (board), which represents the current state of the game board. This function should move Starman left by one row, update the game board (if needed), and then return Starman s new location as [row number, column number]. Please note that these are the real row and column numbers, not the indices in the board list. Special rules apply: please check General Tasks for Parts II through V above. Here are some example calls: [ *,., O,.,. ]] board2 = [[., F,., F,. ], 5
6 [ W, W,., O, * ], [ W, *, F,.,. ], move_left(board1) # returns [-1, -1] move_left(board2) # returns [4, 4] move_left(board3) # returns [-1, -1] [ *,., O,.,. ]] board2 = [[., F,., F,. ], [ W, W,., X,. ], [ W, *, F,.,. ], Part V. Move Starman Right (15 points) Complete the function move right given in ps3.py. This function takes one parameter (board), which represents the current state of the game board. This function should move Starman right by one row, update the game board (if needed), and then return Starman s new location as [row number, column number]. Please note that these are the real row and column numbers, not the indices in the board list. Special rules apply: please check General Tasks for Parts II through V above. Here are some example calls: board1 = [[ F, F, F,., W ], [., *,.,.,. ], [., O, O,.,. ]] board2 = [[ F, W, F,., W ], [., *, O, F,. ], [ W,.,.,.,. ], [., W, O,.,. ]] 6
7 [ W, *, F,.,. ], move_right(board1) # returns [4, 3] move_right(board2) # returns [3, 3] move_right(board3) # returns [3, 3] board1 = [[ F, F, F,., W ], [.,., *,.,. ], [., O, O,.,. ]] board2 = [[ F, W, F,., W ], [.,., X, F,. ], [ W,.,.,.,. ], [., W, O,.,. ]] [ W,., *,.,. ], Part VI. Move Starman by Movement Commands (15 points) Complete the function move given in ps3.py. This function takes two parameters, in this order: 1. board: a game board. 2. movement: a string that represents what kind of movement Starman needs to perform. Four movement commands are as follows: U : go up one row. D : go down one row. L : to left one column. R : go right one column. Note: You may assume that the movement is always one of the four valid ones in this part. This function should call the four functions that you wrote for Parts II through V above. Your move function should check the value of movement and then perform the corresponding movement by calling the appropriate function you wrote in Parts II through V. Your move function must also return the value that is returned by one of the four functions that it calls. As an example, if the value of movement is U, then move will return whatever value is returned by move up. Hint: Don t over-think this problem. It is literally a conditional statement with four branches based on movement s value. Under each branch of the conditional statement you call one of the four move X functions and return the result from the function that was called. Here are some example calls: 7
8 board1 = [[., W, W,., W ], [ F, F,.,., F ], [., O,., W, * ], [ O,., O,.,. ]] board2 = [[., F,., F,. ], [.,., O, *,. ], [.,.,., W,. ]] board3 = [[ F, W, F,., W ], [ W, *, O, F,. ], [ W,.,.,.,. ], [., W, O,.,. ]] board4 = [[., O,.,.,. ], [., F, F,.,. ], [ W, *, F, F,. ], [ F, O,.,.,. ], move(board1, U ) # returns [2, 5] move(board2, D ) # returns [4, 4] move(board3, L ) # returns [-1, -1] move(board4, R ) # returns [3, 3] board1 = [[., W, W,., W ], [ F, F,.,., * ], [., O,., W,. ], [ O,., O,.,. ]] board2 = [[., F,., F,. ], [ W, W,., X,. ], [.,.,., W,. ]] board3 = [[ F, W, F,., W ], [ W, *, O, F,. ], [ W,.,.,.,. ], [., W, O,.,. ]] board4 = [[., O,.,.,. ], [., F, F,.,. ], [ W,., *, F,. ], [ F, O,.,.,. ], 8
The State Universtiy of New York, Korea Computer Science
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