代做RBE104TC C Programming Language代做Java语言

RBE104TC C Programming Language

Group Project Pac-Man (Text-Based, Standard C Only)

Contribution to the Overall Marks: 35%

Issue Date:

Submission Deadline: (to be announced)

Assignment Overview

Develop a text-based Pac-Man game in standard C, playable in the terminal. The game uses ASCII characters to display the maze,  Pac-Man, ghosts, and pellets. No graphics or external libraries are required beyond the standard C library. The project is group-based and should demonstrate sensible modular design, clear rules, and thorough testing.

Core Requirements

1) Map & Rendering

•  Represent the maze as a 2D char array (e.g. up to 25 × 40).  Use ASCII symbols:  #  = wall,  .  = pellet, O = power pellet  (optional, see Extensions), P = Pac-Man, G = ghost, space = empty.

•  Render the board to the console each tick.  Keep the display simple (print lines top to bottom).

•  A single fixed map embedded in code is sufficient.  (A separate map loader is optional.)

2) Controls & Game Loop

Turn/tick based loop: each tick, read player input (W/A/S/D to move; Q to quit).

If the intended move hits a wall, Pac-Man stays in place (no move).

•  After Pac-Man moves: eat pellet (increase score), then each ghost moves  once.

Print updated board and brief status (score, lives, remaining pellets, tick).

3) Ghosts (Simple AI)

•  Start with G ∈ {1, 2, 3, 4} ghosts.  Each tick, every ghost chooses a random valid direction among {up,down,left,right} that is not a wall.  If multiple are valid, pick uniformly at random.

•  Optional rule of thumb: avoid reversing direction unless no alternative (reduces jitter).

4) Collisions, Score, Lives

Pellets: Pac-Man earns +10 points per pellet.  (Remove the pellet from the map.)

Ghost collision: If a ghost moves onto Pac-Man (or vice versa) while ghosts are normal, Pac-Man loses one life and respawns at the starting cell; ghosts return to their starting cells. The current pellets remain eaten.

Lives: Start with 3 lives. When lives reach 0, the game ends (lose).

Win: The player wins when all pellets are eaten.

5) Timing & Determinism

•  The game is tick-based; you may simply wait for user input each tick (no real-time timing needed).

•  Randomness (ghost movement, optional fruit, etc.) should be reproducible by allowing a user-specified seed (e.g. CLI argument).

Suggested Data Structures

•  struct  Pos  {  int  r,  c;  } ;

•  struct  Entity  {  struct  Pos  pos;  struct  Pos  start;  int  dr,  dc;  } ;    (for Pac- Man and each ghost)

•  struct  Game  {  int  rows,  cols;  char  board[25][40];  struct  Entity  pac;  struct  Entity  ghosts[4];  int  ghostCount;  int  score;  int  lives;  int  pelletsRemaining; unsigned  int  rng seed;  } ;

Example Minimal Map (embed as char array)


(P and G positions will be overwritten at runtime by entities; spaces represent corridors.  You may adjust rows/cols to fit your array bounds.)

Teamwork Structure (Recommended)

Role

Responsibilities

Map & Rendering

Board representation; ASCII rendering; pellet counting

Player Control & Rules

Input handling; movement; pellet eating; win/lose logic

Ghost Logic

Random movement; valid move selection; collision with Pac-Man

Game State & Testing

Score/lives; seeds/config; test scenarios; integration

Constraints & Notes

• Use only standard C headers available on the lab machines  (e.g.  stdio .h,  stdlib.h, string.h, ctype .h, time.h).

Keep builds simple: e.g. gcc  * .c  -o  pacman.

•  Clear screen is optional; a simple print-each-tick is acceptable.

Ensure input validation (ignore invalid keys; do not crash on EOF).

Optional Extensions (for higher marks)

Power Pellets: O turns ghosts scared” for T ticks; Pac-Man can eat ghosts for bonus points. Eaten ghosts respawn at start after a delay.

Simple Ghost Modes: Alternate N ticks of  “chase” (bias towards Pac-Man) and M ticks of “scatter” (bias towards corners) using heuristic moves (still standard C).

Fruit Bonus: Occasionally spawn a bonus item for extra points; expires after a few ticks if not eaten.

Multiple Levels: After clearing pellets, load a second hardcoded map with more ghosts or denser walls.

Map Loader: Read a map from a plain text file (optional if allowed by staff).

Testing & Reporting

•  Provide at least two deterministic runs (fixed seeds) demonstrating:  (1) win condition, (2) losing a life to a ghost, (3) pellet counting accuracy.

•  Report should include:  data structures, state diagram/flow, how collisions are handled, and evidence of testing (screenshots or console logs).

Submission Guidelines

Submit as a single  .zip.

Include: Report (PDF), Source Code, and a short build/run guide.

• File naming: GroupID PacmanC.zip

Marking Scheme (Summary)

•  Design:  15%

Coding Implementation: 45%

•  Robustness:  10%

Testing: 25%

Report Quality: 5%



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