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5CCGD003W: 3D Graphics Programming
Coursework 1 – 2D Game (2020/21)
Module leader Dr Anastassia Angelopoulou
Unit Coursework 1 – REFERRED/DEFERRED
Weighting: 40%
Qualifying mark 30%
Description 2D Game or GUI application
Learning Outcomes
Covered in this
Assignment:
This assignment contributes towards the following Learning
Outcomes (LOs):
? LO1 Use appropriate data structures for storing vertices,
faces and edges that define the shape of objects and
manipulate such objects by applying different
transformations;
? LO2 Be able to design and implement 2D real-time
scenes that respond to user interaction;
? LO5 Be able to critically assess the current problems and
appreciate some of solutions available through practical
exercises and demonstrate knowledge and appreciation
of some research related issues in computer graphics;
? LO6 Communicate and present ideas by oral, visual and
written means
Handed Out: 09/06/2021
Due Date 06/07/2021 at 13:00
Expected deliverables cpp file(s)
Method of
Submission:
Electronic submission on BB
Type of Feedback and
Due Date:
Formative feedback will be provided during tutorial sessions.
Verbal feedback on the submitted CW will be provided during
the CW presentation/viva. Students are encouraged to record
this feedback at this time.
Note: All marks will remain provisional until formally agreed by
an Assessment Board.
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
2 @Dr Anastassia Angelopoulou
Assessment regulations
Refer to Student Handbook guide for undergraduate students for a clarification of
how you are assessed, penalties and late submissions, what constitutes plagiarism
etc.
Penalty for Late Submission
If you submit your coursework late but within 24 hours or one working day of the
specified deadline, 10 marks will be deducted from the final mark, as a penalty for
late submission, except for work which obtains a mark in the range 40 – 49%, in
which case the mark will be capped at the pass mark (40%). If you submit your
coursework more than 24 hours or more than one working day after the specified
deadline you will be given a mark of zero for the work in question unless a claim of
Mitigating Circumstances has been submitted and accepted as valid.
It is recognised that on occasion, illness or a personal crisis can mean that you fail to
submit a piece of work on time. In such cases you must inform the Campus Office in
writing on a mitigating circumstances form, giving the reason for your late or nonsubmission.
You must provide relevant documentary evidence with the form. This
information will be reported to the relevant Assessment Board that will decide
whether the mark of zero shall stand. For more detailed information regarding
University Assessment Regulations, please refer to the following
website:
BCS Criteria meeting in
this assignment:
2.1.1 Knowledge and understanding of facts, concepts, principles
& theories
2.1.5 Deploy theory in design, implementation and evaluation of
systems
2.1.8 Knowledge of management techniques to achieve
objectives
2.2.1 Specify, design or construct computer-based systems
2.2.4 Deploy tools effectively
2.3.2 Development of general transferable skills
4.1.2 Knowledge and understanding of mathematical and
statistical principles
4.1.3 Knowledge and understanding of computational modelling
4.2.1 Specify, deploy, verify and maintain computer-based
systems
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
3 @Dr Anastassia Angelopoulou
Coursework One
Notes:
1) In order to pass the referred coursework significant improvements over any
previously submitted version must be demonstrated.
2) You MUST attend a viva – this is part of the assessment. No viva – MAXIMUM
mark of 30%
3) For referred cws only, in the viva you need to explain the improvements you
have made to previous submitted versions.
This coursework is worth 40% of the total module mark.
Please read carefully and read all sections. Raise any issues about this coursework
early with your lecturer/tutor. Also see additional support code on the Blackboard
site for the module under Assessment.
Learning Outcomes:
1. Creation of 2D graphics and the orthographic projection
2. Creating objects from primitives
3. Transformations
4. Correct use of GLUT and OpenGL libraries
5. Writing understandable code
6. User interaction
7. Simple Collision Detection
Description
You are to build either a simple 2D game in OpenGL by using the Freeglut library,
already provided to you in the first tutorial or a simple 2D drawing canvas with a title.
You should choose ONLY ONE scenario to implement. It is entirely up to you which
of the two you choose. Both of them carry equal marks.
Note::: You also need to upload a video link where you will explain the CW and the
code. The video link should cover the marking scheme criteria and you should
explain all different parts of the code, for example, collisions, mouse or keyobard
interaction, etc. Please keep the video short and not more than 5min.
Game Scenario
The game is loosely based on the classic 80s games.
A mock-up of the 2D Car game screen is shown in figures 1 and 2.
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
4 @Dr Anastassia Angelopoulou
Figure 1: A simple car with obstacles placed on the screen and a score panel
Figure 2: A detailed diagram of the different features
The game scenario consists of a racing car that needs to navigate through a simple
track as shown above. The car must avoid the hazards (5 randomly placed square
blocks) and exit at the green gate.
The car waits at the red gate until the user presses an arrow key to move the car.
The car shall turn/rotate to the appropriate orientation depending on which key will
be pressed next. The user moves the car around the hazards and out of the green
gate. Once the car has reached the green gate the game ends. If the car collides with
a square then 10 points are deducted from the score. The score starts from 50. A
successful game will lead to the award of 50 points (if no hazards are hit). Once the
car has exited the green gate the hazard blocks should re-spawn in different
positions (but not in contact with each other or on top of the car at the start gate).
The score shall accumulate until the application is closed.
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
5 @Dr Anastassia Angelopoulou
Technical Details
The screen consists of several objects:
a) The car (controlled by left/right/up/down arrow keys or any other game
related keys such as A/D from the WASD keys)
b) The obstacles
c) The play area (white grid) and the 2 gates
d) The score panel
e) The pop-up menu
f) Some information about user interaction from the console
Notes: All the shapes in the figure are built from simple primitives and you are free
to copy this design without penalty.
User Requirements
R1: If the 'left key' is pressed the car moves left
R2: If the 'right key' is pressed the car moves right
R3: If the 'up key' is pressed the car moves up
R4: If the 'down key' is pressed the car moves down
R5: If the 'R key' is pressed the car turn/rotates to the appropriate orientation
R6: Right click to bring up a pop-up menu with options
Software Requirements
R7: By default, the application should load and show the car, the obstacles, the score
panel, the play area, and the two gates
R8: Objects shall be redrawn randomly for every new set of obstacles
R9: Every time an obstacle is hit the score reduces by 10 points.
2D drawing canvas scenario
You are to build a simple 2D drawing canvas with a title. The tool should have two
menus one on the left and one on the top from where you can choose primitives or
shapes to draw on the canvas. The shapes are in the form of non-filled and filled
polygons (see menus on left and right). See figure 3 below.
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
6 @Dr Anastassia Angelopoulou
Figure 3: A simple drawing
The figure shows the menus, a highlighted primitive, in this case a line, (e.g., left
menu) a simple drawing in the middle of the canvas and text at the bottom of the
screen. You should be able to draw lines by clicking on a starting and an ending point
in the canvas. Appendix A shows some starting code. Figure 1 shows two versions;
one with grid and one without a grid. You should be able to turn the grid on and off
with the help of a pop-up menu as can be seen on the right version.
Animation in the Pop-up menu
The pop-up menu has 3 options. To turn the grid on and off and to start an
Animation. The Animation is a polygon shaped filled field (Figure 4) that drifts from
bottom to top with new shapes appearing from the bottom as the old shapes
disappear. Not all shapes have the same speed. Appendix B shows some starting
code. Some shapes move faster than others. The shapes should be drawn by using
polygons with fill polygon mode. Note:: You should use blended colours to give the
impression of texture on the polygonal shapes.
Figure 4: An animated filled-polygon field that drifts from bottom to top.
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
7 @Dr Anastassia Angelopoulou
Controls
You should clear all the drawings from the canvas by pressing the space bar and exit
the application by pressing the escape key. You should also clear specific primitives
by pressing the relevant key. Finally, you should be able to use the special keys, up,
down, left and right to move the shapes. Basic collision between shapes and the
bars should be applied. There is no collision between the shapes. Shapes can overlap
each other.
Technical Details
An Orthographic projection should be used and the canvas consists of several
elements:
a) A title
b) Two menu bars with primitives
c) Inactive areas within the bars
d) Pop-up menu where the user can turn on and off the grid
e) Moving polygon shaped filled field
f) A grid with dashed polylines
g) A highlighted area when the selected primitive or shape is clicked on
h) Key control to clear off all the drawings and quit the application
i) Key control to clear specific group of primitives e.g. all lines, all circles, etc.
j) Some information about user interaction from the console (see figure below)
Figure 4: Output and instructions on the console
Notes: All the shapes in the figure are built from simple primitives and you are free
to copy this design without penalty.
User Requirements
R1: If the 'l' key is pressed all lines should be cleared from the canvas
R2: If the 't' key is pressed all triangles should be cleared from the canvas
R3: If the 'p' key is pressed all points should be cleared from the canvas
R4: If the 'c' key is pressed all circles should be cleared from the canvas
R5: If the 'r' key is pressed all rectangles should be cleared from the canvas
R6: If the 'escape' key is pressed the application should quit
R7: If the 'space bar' is pressed the canvas is cleared
R8: If the special keys are pressed the primitives can be moved
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
8 @Dr Anastassia Angelopoulou
R9: Left click to select shapes from the menus
R10: Left click on the drawing area to draw
R11: Right click to bring up a pop-up menu
Software Requirements
R12: By default, the application should load and show the two menu bars, a title and
the grid on
R13: Objects shall be drawn inside the canvas
R14: The titles and labels shall accurately reflect the application.
R15: The Animation should stop when other options from the pop-up menu are
selected
Important Notes:
Make sure you attempt all of the above.
Create C/C++ functions that are sensibly named such as: drawAsteroids(…),
drawObstacles(…), drawSpaceship(…), asteroidCollision(…) , drawHit (..),
createMenu(…), etc.
You can also use C++ classes if you know how to.
Note even if you achieve a requirement you may not get full marks if it is
perceived by the marker that a better solution was possible.
All work is marked in a viva (THE VIVA IS COMPULSORY) and the marker’s
academic judgment is final and cannot be questioned.
Note that the maximum mark for work marked without a
viva/demonstration will be 30%.
Please comment your code extensively and put the author of any code that
is not your own in the comments above the code section. Note you may lose
marks for uncommented code.
ABSOLUTELY DO NOT COPY A SOLUTION TO THIS FROM THE INTERNET.
Please submit your code via Blackboard by 1PM on the due date.
-----------------
TIPS:
Design your application before coding.
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
9 @Dr Anastassia Angelopoulou
Mark Breakdown and Guidelines – note this will be marked using a
Blackboard rubric during a compulsory viva
Note::: Not full marks will be given per section, even if the components have been
fully implemented, if the student cannot explain satisfactorily the code to the tutor.
Game
GLUT set up and console output?- 7%
Not done -
0%
Some code –
not working
max 1%
Works but
not correctly
or has other
major defect
such as no
console
output
max 3%
Minor
inconsistency or
defect (single
buffer leading to
poor redraw
etc.)
max 5%
All correct –
sensibly names
call backs
/projection
correct
max 7%
Comment:
Car model and navigation control – model and rotation code (15% for model
primitives and 15% for rotation code and user controls - e.g. rotation, move of the
car left/right/up/down) - 30%
Not done -
0%
Some code,
partially
working
max 9%
Works but
not correctly
or has other
major defect
(no user
control for
rotation of
the car)
max 18%
Working but
minor
inconsistency
or defect
(such as not
well coded,
jerky motion)
max 24%
Works correctly no
jerky movement,
good model and
smooth movement
of the car and
rotation to the
correct direction
max 30%
Comment:
Collision code for Obstacles and re-spawning (5% for the model and 20% for
random or predetermined redraw code with working collision detection) – 25%
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
10 @Dr Anastassia Angelopoulou
Not done -
0%
Some code,
partially
working, no
collisions
max 5%
Static only or
major defect
such as no
redraw or car
collision is
not working
properly
max 12%
Some minor
inconsistency
or defect or
not randomly
generated
redraws
max 19%
Works as required
with no issues
max 25%
Comment:
Play area and Gates?- 5%
Not done -
0%
Some code –
not working
max 1%
Works but
not correctly
or has other
major defect
such as no
play area
defined
max 3%
Minor
inconsistency or
defect, such as
same colour for
the gates
max 4%
All correct –
max 5%
Comment:
Mouse interaction for the pop-up menu (e.g. grid and pattern code) -11%
Not done -
0%
Some code,
partially
working such
as static
pattern when
the screen
loads
max 4%
Works but
not correctly
or has other
major defect
such as only
one option to
click
max 6%
Minor issues –
mostly works
but has minor
issues (e.g.
the pattern
and grid only
change once)
max 8%
All correct –
efficient code –
easy to extend.
max 11%
Comment:
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
11 @Dr Anastassia Angelopoulou
Working Score panel – 12%
Not done -
0%
Some code,
partially
working or
only static
text
max 4%
Works but
not correctly
or has other
major defect
max 6%
Working but
minor
inconsistency
or defect, for
example,
points are not
deducted
from the
game
max 8%
Works as required
with no issues
max 12%
Comment:
Explanation of code/Computer Graphics principles in the viva -10%
Very poor or
no
understanding
(would
probably fail
the
coursework)
0%
Weak
understanding
– cannot
explain code
though still
has some
knowledge.
Code is
unclear and
difficult to
understand
max 3%
Some major
gaps in
knowledge.
No
comments in
the code
max 5%
Some minor
weakness in
knowledge –
need to revise
some points.
Names in the
variable not
appropriate
or difficult to
understand
max 7%
Good
understanding –
can answer all
questions and
understands all
code.
max 10%
Comment: Tutor should point out areas that the
student should revise or strengthen their
knowledge of (if required).
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
12 @Dr Anastassia Angelopoulou
Mark Breakdown and Guidelines
2D Drawing Canvas
GLUT set up, console output and Title?- 7%
Not done -
0%
Some code –
not working
max 2%
Works but
not correctly
or has other
major defect
such as no
console
output or
Title
max 4%
Minor
inconsistency or
defect (single
buffer leading to
poor redraw
etc.)
max 5%
All correct –
sensibly names
call backs
/projection
correct
max 7%
Comment:
Visualisation code of the grid data?- 8%
Not done -
0%
Some code,
partially
working
max 2%
Works but
not correctly
or has other
major defect
- only vertical
or horizontal
lines
max 5%
Minor issues –
straight lines
used instead
of dashed
polylines
max 7%
Complete and
correct.
max 8%
Comment:
Visualisation code of the canvas? - 25%
Not done -
0%
Some code,
partially
working
(only drawing
of objects)
max 7%
Works but
not correct.
Or has other
major defect
(only one
menu bar, no
inactive
areas)
Minor defect.
Mostly correct
with minor
issues such as
no highlighted
primitives
max 20%
Complete and
correct.
max 25%
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
13 @Dr Anastassia Angelopoulou
max 13%
Comment:
Drawing on the canvas? - 20%
Not done -
0%
Some code,
partially
working
(drawing only
a single line
or point)
max 5%
Works but
not correct.
Or has other
major defect
(drawing
starts always
from the
centre or can
draw only in
one area)
max 10%
Minor defect.
Mostly correct
with minor
issues such as
drawing goes
over the
inactive areas
of the menu
bars
max 15%
Complete and
correct.
max 20%
Comment:
Animation? - 13%
Not done -
0%
Some code,
partially
working
(only static
polygon field)
max 5%
Works but
not correct.
Or has other
major defect
(covers the
whole canvas
area, drifts
from bottom
to top only
once)
max 8%
Minor defect.
Mostly correct
with minor
issues such as
no colour
blending of
the shapes
max 11%
Complete and
correct.
max 13%
Comment:
Mouse interaction for the menu bars and the pop-up menu -8%
Not done -
0%
Some code,
partially
working
(no pop-up
menu but
Major defect
(pop-up
menu with
only 1 option
no mouse
Minor issues –
mostly works
but has minor
issues.
max 6%
All correct –
efficient code –
easy to extend.
max 8%
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
14 @Dr Anastassia Angelopoulou
some mouse
clicks)
max 2%
control in the
drawing
area)
max 4%
Comment:
Key controls and Collision with the bars -9%
Not done -
0%
Some code –
not working
max 2%
Works but
not correctly
or has other
major defect
– wrong keys
assigned/only
partially
working, no
collision with
the bar
max 5%
Minor
inconsistency
or defect
max 7%
All correct and
work
max 9%
Comment:
Explanation of code and good writing of code -10%
Very poor or
no
understanding
(would
probably fail
the
coursework)
0%
Weak
understanding
– cannot
explain code
though still
has some
knowledge.
Code is
unclear and
difficult to
understand
max 3%
Some major
gaps in
knowledge.
No
comments in
the code
max 5%
Some minor
weakness in
knowledge –
need to revise
some points.
Names in the
variable not
appropriate
or difficult to
understand
max 7%
Good
understanding –
can answer all
questions and
understands all
code.
max 10%
Comment: Tutor should point out areas that the
student should revise or strengthen their
knowledge of (if required).
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
15 @Dr Anastassia Angelopoulou
Appendix A
This is an example of a line class to be able to draw a line. You can follow
similar concept for other shapes such as triangles and rectangles.
// Line class
class Line
{
public:
Line(int x1Val, int y1Val, int x2Val, int y2Val)
{
x1 = x1Val; y1 = y1Val; x2 = x2Val; y2 = y2Val;
}
void drawLine();
private:
int x1, y1, x2, y2; // x and y co-ordinates of
endpoints.
};
3D Graphics Programming - Coursework One - Referred/Deferred 5CCGD003W
16 @Dr Anastassia Angelopoulou
Appendix B
For example, you can use structures to store the data for the shapes.
//structure for the animated shapes
struct Shapes {
GLfloat x, y;
GLfloat vx, vy;
};
//the randomised function assigns different numbers to the
coordinates and their velocity. this helps with the
different speed to the shapes
for (i = 0; i < num_shapes; i++)
{
shapes[i].x = rand() % weidth ;
shapes[i].y = rand() % height ;
shapes[i].vx = (rand() / (float)RAND_MAX) * 3;
shapes[i].vy = (rand() / (float)RAND_MAX) * 5;
}

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