Reference no: EM132389062
CSSE1001 Introduction to Software Engineering
Assignment- Mario Game
Overview
The assignment is broken down into three main tasks:
1. The first task involves modifying the app.py file to implement basic launching of the game and some additional functionality
2. The second task involves extending the game mechanics to add more functionality to the game
3. The third task is for you to independently design and implement a sufficiently complex feature of your choosing
Task 1 - Basic GUI
1.1 - Working Game
For this task, you will need to write code in , which will start the game when the file is run. This will require you to write the function to launch the GUI.
You should modify so that the window title is something appropriate (e.g. "Mario")
Once the game runs, you will need to implement keyboard bindings. You should find an appropriate location in the class to make calls for each of the keyboard presses to the appropriate method. The binds should behave as follows:
Key Action
W, UP, SPACE Makes the player jump (Hint: see ).
A, LEFT Moves the player to the left (Hint: see ).
S, DOWN Makes the player duck (Hint: see ).
D, RIGHT Moves the player to the right (Hint: see ).
1.2 - File Menu and Dialogs
Implement a menu for the game which has a top level "File" menu. Within the "File" menu, you will need the following buttons:
Button Purpose
Load
Level
Prompts the user with a popup text input dialog. When the player inputs a level filename, load that level replacing the currently loaded level.
setup.py
spritesheets
app.py
main MarioApp
MarioApp
bind
MarioApp._jump
MarioApp._move
MarioApp._duck
MarioApp._moveButton Purpose
Reset
Level Reset all player progress (e.g. health, score, etc) in the current level.
Exit Exits the game.
When a player runs out of health, you should show a dialogue asking whether they want to restart the current level or exit the game.
Note: On Mac OS X, the file menu should appear in the global menu bar (top of the screen).
1.3 - Status Display
Implement a custom tkinter widget (i.e. a class which inherits from ) which displays the score and health of the player at the bottom of the window.
The player's score should be shown as a single number. The health of the player should be displayed as a 'health bar' (similar to the image below). The health bar should be coloured as follows:
When the player has greater than or equal to 50% of their maximum health, it should be coloured green.
When the player has between 25% and 50% of their maximum health, it should be coloured orange.
When the player has less than or equal to 25% of their maximum health, it should be coloured red.
1.4 - Bounce Block
Implement a type of block which will propel the player into the air when they walk over or jump on top of the block.
The velocity with which you propel the player should be sensible but noticeable.
Hint: You should implement a bounce block by making a new class which extends .
You may (and should) utilise the image files found in
The bounce block is represented by the character, in level files.
1.5 - Mushroom Mob
Implement a new type of mob which has the following properties:
tk.Frame
Animated Health Bar Example
Block
The mob should move at a reasonably slow rate
When the mob collides with a block, player, or other mob it should reverse its direction (HINT: )
When the mob collides with the side of a player, the player should lose 1 health point and be slightly repelled away from the mob
When a player lands on top of the mob, the player should bounce off the top of the mob and the mob should be destroyed
You may find it useful to look at the existing mob classes and collision handling methods before commencing this task.
You may (and should) utilise the image files found in
The mushroom mob is represented by the character, in level files.
Task 2 - Extending the Game
2.1 - Star Item
Implement a type of item that makes the player invincible for 10 seconds (that is, they should not be able to take any damage during this time). Any mobs that the player collides with during this time should be immediately destroyed. During the time the player is invincible, the player's health bar should be coloured yellow. You should utilise the image files found in The star is represented by the character, in level files.
2.2 - Goals
Implement a new type of block that acts as a goal and allows changing between levels. The block should be constructed with an id and the name of the next level file. Your must include at least the following two types of goals:
Type Sprite Purpose
Flagpole When a player collides with this, immediately take the player to the next level. If the player lands on top of the flag pole, their health should be increased.
Tunnel By default this should act as a normal block. However, if the player presses the down key while standing on top of this block, the player should be taken to another level.
A player's current state (coins, health, etc) should not change when the level changes, apart from their position.
You may find the constant defined in useful in determining the size of the various goal types.
You may also find the and image files in useful.
The flags and tunnels are represented by the characters, and respectively in level files.
The levels loaded by the flag and tunnel may be hardcoded until the next task is completed
2.3 - Loading Configuration
Implement the ability to load a configuration file for a game of mario. When the game is launched the user should be prompted to enter the file path for a configuration file.
The configuration file will be in a similar format to the example given below.
Mob.set_tempo
flag tunnel a3_files.zip
I =At the minimum, a configuration file will include a tag, a tag and a tag for the level specified as start in A tag should have a property which will set the gravity of a world when it is constructed. It should also contain a property which will be the filepath of the first level to load.
A tag should have the following properties:
character: This can be either mario or luigi and will change the image displayed in game.
x: This is the starting x co-ordinate of the player.
y: This is the starting y co-ordinate of the player.
mass: This is the weight of the player set when adding the player to the world.
health: This is the maximum amount of health a player will have.
max_velocity: This is the maximum x velocity that a player can reach when moving.
Each of the levels should have it's own tag, e.g. where level is the file path of that level.
A level tag should have a property which is the filename of the level to load when the player reaches a flag goal block.
If the next level is END then it should prompt the user that the game is over and close the game window.
A level tag may also have a property which is the filename of the level to load when the player enters a tunnel block.
If the configuration file is invalid, or missing and cannot be parsed, you should alert the user via a error message box and then exit the game.
2.4 - Switches
Implement a new type of block that acts like a switch. When a player lands on-top of a switch, all bricks within a close radius of the switch should disappear. A player should not be able to trigger a switch by walking into the side of it (the player should stop moving as if it were any other block).
==World==
gravity : 400
start : level1.txt
==Player==
character : luigi
x : 30
y : 30
mass : 100
health : 4
max_velocity : 100
==level1.txt==
tunnel : bonus.txt
goal : level2.txt
==bonus.txt==
goal : level1.txt
==level2.txt==
tunnel : small_room.txt
goal : level3.txt
==small_room.txt==
goal : level2.txt
==level3.txt==
goal : END
==World== ==Player==
==World==
==World== gravity
start
==Player==
==level==
goal
tunnel
tkinterWhen a switch is pressed, it should remain in a 'pressed' state ( ) for 10 seconds. During this time, the player should not be able to collide with this block (HINT: returning from a collision handler will turn off collisions). After this time, the switch should revert to its original state and all invisible bricks should become visible again.
It is up to you to pick a sensible radius for the switch. It needs to be noticable when playing with the supplied level files.
You may (and should) utilise the and image files found in
The switch is represented by the character, in level files.
2.5 - High Scores
In this task you should implement a way to store the high scores for each level in a file. The highscore information should be stored in (a) txt file(s) in a reasonable format. The exact format of the file(s) and way the data is stored is up to you but marks may be deducted for inappropriate save format.
When a player reaches a goal (and therefore finishes a level), prompt the user via a dialog for their name and store the score they had at the end of the level to the relevant file for the level (creating it if it doesn't exist). Adding a new entry to the file shouldn't remove any existing entries already in it.
Add a button to the file menu called "High Scores". When clicked this will open a new custom window displaying the names and scores of the top ten highest scorers for the current level, sorted in descending order by score. Note that the file might have more or less than ten entries, but you shouldn't display more than the top ten entries in the window. If the file doesn't exist, the dialog shouldn't display any entries.
Task 3 - Over to You
For this task you are expected to demonstrate your ability to intelligently extend the features of the base game. The features that you choose to implement are left up to you. For full marks in this task your features will need to be of sufficient complexity. For example, sound effects are generally not deemed to be of 'sufficient complexity'. It is highly encouraged that you only attempt this task if you feel confident in your programming ability. You will need to discuss your plans for this task with a tutor in a practical or via a private question on Piazza. The tutor will be able to advise you as to whether your intended feature is of sufficient complexity to gain marks.
If you are attempting to implement this task then you must submit a feature PDF which outlines exactly what features you have implemented and how to use them when running your assignment. The PDF should include screenshots of the features and a brief description of how the features were implemented.