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Description Write an object-oriented program using the C++ Programming language, which allows the user to play the game of 2048, with special rules, in the command line. The game of 2048 is a simple...

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Description
Write an object-oriented program using the C++ Programming language, which allows the user to play the game of 2048, with special rules, in the command line.
The game of 2048 is a simple single player sliding block puzzle game. The board is a 4 by 4 grid, with each cell either being empty or containing a tile with a number. The board starts with only 2 tiles, with a new tile appearing in a random position after each player move. Two adjacent tiles of the same number can be combined into one tile by sliding, doubling the value of the tile in the direction of the move. The objective of the game is to reach the value 2048.
For a full understanding of the game play a few games here: https:
play2048.co
In your implementation you are expected to provide a text-based (ASCII) version of the game for 1 human player. Figure 1 illustrates what your board should look like.
Figure 1: ASCII 2048 board with one mine
Each cell has space for 4 characters. Make sure you use the right padding function to put spaces in front of the number if it has less than 4 digits, so that the cells remain aligned. Empty cells are marked with just 4 spaces. The tile with a ‘*’ is a special mine tile. More on that below.
Your program should prompt the player to enter his move as one character as follows:
• ‘W’ or ‘w’ – slide up
• ‘X’ or ‘x’ – slide down
• ‘A’ or ‘a’ – slide left
• ‘D’ or ‘d’ – slide right
(
CCE2111 Assignment Brief
) (
1
6
) (
Josef Bajada
)
When the player wants to slide the blocks to the right, any tiles which have empty tiles on their right will move to the right, leaving no empty tiles on the right in the process. After a move to the right there should be no empty tile that has a populated tile with a number on the left of it. (So be careful from where you commence the loop in each case to make sure you move all tiles accordingly such that they compact the space in the direction chosen by the user).
Similarly, the same process will take place if the user chooses to slide tiles to the left, up or down.
If when sliding in the direction chosen by the user a tile becomes directly adjacent to another tile in the same direction, that has the same number, the value of the two tiles is combined into one tile with a new number (the two added together).
So, if the user slides the board in Figure 1 to the right, the bottom right tile will become XXXXXXXXXXThe other tiles do not match, so they will just slide to the right. The only exception to this is the mine tile, marked with the ‘*’, which will combine with any tile and destroy it, leaving an empty tile free for the next tile to slide into.
Figure 2 shows the result of sliding the board shown in Figure 1 to the right.
Figure 2: ASCII 2048 board after slide right
Precedence
If 3 adjacent tiles in the same row or column have the same value, and a move to slide the board in the direction of the row or column is done by the player, the tiles closest to the edge in the direction of the move will be combined first. For example, if there is a row with tiles 2, 4, 4, 4 and the player chooses to slide to the right, the row should result in , 2, 4, 8.
Similarly, a mine tile should combine with (and destroy) the tile in the direction of the move, unless there are no tiles in that direction, in which case the tile on the other side will combine with it (and get destroyed).
For example, if there is a row with tiles 2, *, , 8, and the player chooses to slide to the right, the tile with 8 will be destroyed, resulting in the row , , , 2. On the other hand, if the row had 2, 8, *, , and the player also chooses to slide to the right, the tile with 8 will also be destroyed, since there are no tiles on the right of the mine tile, resulting in the row
empty>, , , 2.
A tile can only combine with another tile once in the same move. So, if there is a row with tiles
empty>, 8, 4, 4, a slide to the right would result in the row: , , 8, 8. The same
applies for the mine tile. If the tile adjacent to it has just been combined from two other tiles, the mine tile will not combine with it to destroy it. (If there is another tile on the other side which has not been combined it will still combine with the mine tile).
Score
Each time two adjacent tiles are combined, the user will gain points. This should amount to the total of both tiles (the resultant value of the new tile).
Each time a tile is destroyed by a mine tile, the user will lose points. This should amount to the value of the destroyed tile. If a mine tile is combined with another mine tile, the player should lose no points.
Remember that one move could combine multiple tile pairs. Display the score underneath the board after each move.
Game Initialisation
The board starts empty, with two tiles generated randomly, each in a random position with the same probabilities above.
Gameplay
After each move, the game will randomly add a new tile at a random empty position. This new tile
must have either a 2, or a 4, or a mine tile indicated by an ‘*’.
The probability of generating a 2 must be 40%, the probability of generating a 4 must be 40% and the probability of generating a mine tile must be 20%.
If the player chooses a slide direction which does not move any tiles, this will be considered invalid and the user must be prompted again to enter his move. The user cannot pass or skip his turn without moving at least one tile.
Winning and Losing
• The player will win if at least one tile has the value 2048.
• The player will lose if after his move there is are no more empty tiles.
Functional Requirements
Entering Moves
Each user must be prompted to enter his move as one character (case insensitive). The program must then perform the following tasks:
1. Validate the user’s command.
2. Loop through the rows or columns depending on the slide direction, starting from the opposite direction, and slide and/or combine tiles together.
• If no tiles were moved or combined display a message and skip to step 5.
3. Update the player’s score if the move resulted in any tile combinations or destruction.
• If any tile has the value 2048 the player has won, display a message and skip to step 5.
• If there are no free cells left, the player has lost, display a message and skip to step 5.
4. Generate a new random tile and put it in a random empty cell.
5. Display the new board, with the updated tile values and new score.
Validations
If the user enters an invalid move, the program must display the appropriate e
or message, and prompt the same player to enter the move again.
Checks in Between Turns
After each turn the game must check whether the opponent still has empty tiles or if any tile has the value 2048, to determine whether the game ended, or whether the game is still going.
Additional Commands
Apart from entering the moves, the user should have the option to:
• ‘N’ or ‘n’ – Start a new game
• ‘S’ or ‘s’ – Save the game
• ‘L’ or ‘l’ – Load a game
• ‘H’ or ‘h’ – Display the hall of fame
• ‘Q’ or ‘q’ – Quit
If the user chooses to start a new game, load another game or quit, he should be prompted with a
message ‘Are you sure?’ to which he must respond ‘Y’/’y’ or ‘N’/’n’.
Saving the game
If a user opts to save the game, it must be saved in a text file in the following format:
Score:256
0:2
1:32
5:*
The first line indicates the score of the player so far, while the rest of the lines indicate the tile index and the value in the tile. If the value is a ‘*’ it indicates a mine tile. Tiles are numbered from 0 (the topmost leftmost tile) to 15 (the bottommost rightmost tile).
The name of the file must be chosen by the user upon saving.
Loading the Game
The user must be able to enter the filename of the game he wants to load. If the user enters the wrong filename (file does not exist or is invalid) an appropriate e
or must be displayed and the user must return to the previous game.
Hall of Fame
If the player wins the game, he should be prompted to write his name. This is saved to a file named
‘HallOfFame.txt’. It should also be in text format containing the player name, and the score:
Mario Cachia:3028
Joseph Fa
ugia:4096
David Agius:3082
When writing the file make sure you do not erase the previous winners.
The hall of fame should be displayed at the end of each game, after the user loses, or after he wins and enters his name. It should also be displayed upon request, if the user chooses option ‘H’ (after which the game resumes).
When displaying the hall of fame, make sure you sort it with the top scorer first, in descending score order. (They do not need to be sorted in the file.)
Non-Functional Requirements
You must demonstrate a good understanding of C++ and Object Oriented Programming. Your program must be organised in classes, using the right concepts, such as composition, inheritance and polymorphism.
Make sure you follow proper coding conventions and your code is tidy, consistently indented and classes and variables appropriately named. You can choose any convention you wish, such as: https:
google.github.io/styleguide/cppguide.html
Deliverables
You need to submit the source code. That is, the .cpp and .h files of your program. Organise them properly in a folder and make sure they compile in Microsoft Visual C++. (Try your program at the university lab to make sure it works)
Answered Same Day Aug 20, 2021

Solution

Neha answered on Sep 03 2021
140 Votes
Assignments/.idea/Assignments.iml

Assignments/.idea/misc.xml


Assignments/.idea/modules.xml






Assignments/.idea/workspace.xml


























































1599141652538


1599141652538





Assignments/CMakeLists.txt
cmake_minimum_required(VERSION 3.14)
project(Assignments)
set(CMAKE_CXX_STANDARD 14)
add_executable(Assignments main.cpp Utils.h RandomGen.h Game.h Game.cpp Grid.h Grid.cpp)
Assignments/Game.cpp
Assignments/Game.cpp
#include "Game.h"
void Game::play()
{
    addRandomEntries();
    char choice;
    while(true)
    {
        if(gameGrid.hasEmptyCells())
            addRandomEntries();
        else
        {
            cout 
 "You lose" 
 endl;
            return;
        }
        gameGrid.showGrid();
        cout 
 "Score ::: " 
 totScore 
 endl 
 endl;
        cout 
 "Enter W/A/S/D for movement and anything else to exit ::";
        cin 
 choice;
        if(choice == 'W' || choice == 'w')
            totScore += gameGrid.moveUp();
        else if(choice == 'A' || choice == 'a')
            totScore += gameGrid.moveLeft();
        else if(choice == 'S' || choice == 's')
            totScore += gameGrid.moveDown();
        else if(choice == 'D' || choice == 'd')
            totScore += gameGrid.moveRight();
        else
            return;
        if(!found && didWon())
        {
            cout 
 "You Won!!!!" 
 endl;
            found = true;
        }
    }
}
ool Game::didWon()
{
    for (int i = 0; i < 4; ++i)
    {
        for (int j = 0; j < 4 ; ++j)
        {
            if(gameGrid.get( i , j ) == 2048)
                return true;
        }
    }
    return false;
}
void Game::addRandomEntries()
{
    while(true)
    {
        int loc = utils.getLocation();
        if( gameGrid.get(loc / 4 , loc % 4) != 0)
            continue;
        int val = 0;
        if( utils.getNum())
            val = 2;
        else
            val = 4;
        gameGrid.set( loc / 4 , loc % 4 , val);
        return;
    }
}
int Game::getScore() const {
    return totScore;
}
Assignments/Game.h
Created by heizer on 11/09/20.
#ifndef ASSIGNMENTS_GAME_H
#define ASSIGNMENTS_GAME_H
#include "Grid.h"
#include "Utils.h"
using std::cin;
class Game
{
private:
Grid gameGrid;
Utils utils;
int totScore;
bool found;
bool didWon();
void addRandomEntries();
public:
Game() { totScore = 0; gameGrid = Grid(); found = false; }
void play();
int getScore() const;
};
#endif
ASSIGNMENTS_GAME_H
Assignments/Grid.cpp
Assignments/Grid.cpp
#include "Grid.h"
void Grid::showGrid() {
    cout 
 "::: Showing Grid :::" 
 endl;
    for (int i = 0; i < 4; i++) {
        cout 
 endl;
        for (int j = 0; j < 4; ++j)
        {
            int val = grid[i][j];
            if(val == 0)
                cout 
 "_";
            else
                cout 
 val;
            cout 
 " ";
        }
        cout 
 endl;
    }
}
int Grid::clubEntries(int rowIndex , int colIndex , DIRECTION dir)
{
    vecto
int> nonZero;
    if(dir == LEFT)
    {
        
 1 0 1 0
        
 1 1 0 0
        for (int j = colIndex; j < 4; ++j)
        {
            if (grid[rowIndex][j])
                nonZero.push_back(grid[rowIndex][j]);
            grid[rowIndex][j] = 0;
        }
        for (int j = colIndex , k = 0 ; k < nonZero.size() ; ++j , k++)
            grid[rowIndex][j] = nonZero[k];
    }
    else if(dir == RIGHT)
    {
        
 1 0 1 0
        
 0 0 1 1
        for (int j = colIndex; j >= 0; --j)
        {
            if (grid[rowIndex][j])
                nonZero.push_back(grid[rowIndex][j]);
            grid[rowIndex][j] = 0;
        }
        for (int k = 0 , j = colIndex ; k < nonZero.size() ; --j , ++k)
            grid[rowIndex][j] = nonZero[k];
    }
    else if(dir == UP)
    {
        for (int i = rowIndex; i < 4 ; ++i)
        {
            if (grid[i][colIndex])
                nonZero.push_back(grid[i][colIndex]);
            grid[i][colIndex] = 0;
        }
        for (int i = rowIndex , k = 0; k < nonZero.size() ; ++i , k++)
        {
            grid[i][colIndex] = nonZero[k];
        }
    }
    else
    {
        for (int i = rowIndex; i >= 0 ; --i)
        {
            if (grid[i][colIndex])
                nonZero.push_back(grid[i][colIndex]);
            grid[i][colIndex] = 0;
        }
        for (int k = 0 , i = rowIndex ; k < nonZero.size() ; --i , ++k)
            grid[i][colIndex] = nonZero[k];
    }
    return nonZero.size();
}
int Grid::moveRowRight(int rowIndex)
{
    int score = 0;
    int j = 3;
    while(j > 0)
    {
        if(grid[rowIndex][j] == 0 || grid[rowIndex][j - 1] == 0)
        {
            if(clubEntries(rowIndex , j , RIGHT) < 2)
                
eak;
        }
        else if (grid[rowIndex][j] == grid[rowIndex][j - 1])
        {
            grid[rowIndex][j] *= 2;
            score += grid[rowIndex][j];
            grid[rowIndex][j-1] = 0;
            clubEntries(rowIndex , j , RIGHT);
            j--;
        }
        else
            j--;
    }
    return score;
}
int Grid::moveRowLeft(int rowIndex)
{
    int score = 0;
    int j = 0;
    while(j < 3)
    {
        if(grid[rowIndex][j] == 0 || grid[rowIndex][j + 1] == 0)
        {
            if(clubEntries(rowIndex , j , LEFT) < 2)
                
eak;
        }
        else if (grid[rowIndex][j] == grid[rowIndex][j + 1])
        {
            grid[rowIndex][j] *= 2;
            score += grid[rowIndex][j];
            grid[rowIndex][j+1] = 0;
            clubEntries(rowIndex , j , LEFT);
            j++;
        }
        else
            j++;
    }
    return score;
}
int Grid::moveRight()
{
    int score = 0;
    for (int i = 0; i < 4 ; ++i) {
        score += moveRowRight(i);
    }
    return score;
}
int Grid::moveLeft()
{
    int score = 0;
    for (int i = 0; i < 4 ; ++i) {
        score += moveRowLeft(i);
    }
    return score;
}
int Grid::moveColUp(int colIndex)
{
    int score = 0;
    int i = 0;
    while(i < 3)
    {
        if(grid[i][colIndex] == 0 || grid[i+1][colIndex] == 0)
        {
            if(clubEntries(i , colIndex , UP) < 2)
                
eak;
        }
        else if (grid[i][colIndex] == grid[i+1][colIndex])
        {
            grid[i][colIndex] *= 2;
            score += grid[i][colIndex];
            grid[i+1][colIndex] = 0;
            clubEntries(i , colIndex , UP);
            i++;
        }
        else
            i++;
    }
    return score;
}
int Grid::moveColDown(int colIndex)
{
    int score = 0;
    int i = 3;
    while(i > 0)
    {
        if(grid[i][colIndex] == 0 || grid[i-1][colIndex] == 0)
        {
            if(clubEntries(i , colIndex , DOWN) < 2)
                
eak;
        }
        else if (grid[i][colIndex] == grid[i-1][colIndex])
        {
            grid[i][colIndex] *= 2;
            score += grid[i][colIndex];
            grid[i-1][colIndex] = 0;
            clubEntries(i , colIndex , DOWN);
            i--;
        }
        else
            i--;
    }
    return score;
}
int Grid::moveUp()
{
    int score = 0;
    for (int i = 0; i < 4 ; ++i) {
        score += moveColUp(i);
    }
    return score;
}
int Grid::moveDown()
{
    int score = 0;
    for (int i = 0; i < 4 ; ++i) {
        score += moveColDown(i);
    }
    return score;
}
ool Grid::hasEmptyCells()
{
    for (int i = 0; i <  4; ++i) {
        for (int j = 0; j < 4; ++j)
        {
            if(grid[i][j] == 0) return true;
        }
    }
    return false;
}
Assignments/Grid.h
#ifndef ASSIGNMENTS_GRID_H
#define ASSIGNMENTS_GRID_H
#include #include using std::vector;
using std::cout;
using std::endl;
typedef vecto
int8_t > vInt;
enum DIRECTION
{
LEFT,
RIGHT,
UP,
DOWN
};
class Grid{
private:
vector < vInt > grid;
int moveRowRight(int rowIndex);
int moveRowLeft(int rowIndex);
int moveColUp(int colIndex);
int moveColDown(int colIndex);
int clubEntries(int rowIndex , int colIndex , DIRECTION dir);
public:
Grid()
{
grid = vector < vInt >(4 , vInt(4 , 0));
}
void showGrid();
int moveRight();
int moveLeft();
int moveUp();
int moveDown();
int get(int i , int j) { return grid[i][j]; }
void set(int i , int j , int val) { grid[i][j] = val; }
bool hasEmptyCells();
};
#endif
ASSIGNMENTS_GRID_H
Assignments/RandomGen.h
Created by heizer on 11/09/20.
#ifndef ASSIGNMENTS_RANDOMGEN_H
#define ASSIGNMENTS_RANDOMGEN_H
#include
andom
class RandomGen {
private:
std::uniform_int_distribution dist;
std::mt19937 rng;
public:
RandomGen(int begin, int end)
{
std::random_device dev;
rng = std::mt19937(dev());
dist = std::uniform_int_distribution(begin, end);
}
int getRandom()
{
return dist(rng);
}
};
#endif
ASSIGNMENTS_RANDOMGEN_H
Assignments/Utils.h
#ifndef CODE_UTILS_H
#define CODE_UTILS_H
#include "RandomGen.h"
class Utils
{
private:
RandomGen* locationGen;
RandomGen* numGen;
public:
Utils()
{
locationGen = new RandomGen(0 , 15);
numGen = new RandomGen(0 , 1);
}
int getLocation()
{
return locationGen->getRandom();
}
bool getNum()
{
return numGen->getRandom() == 0;
}
};
#endif
CODE_UTILS_H
Assignments/cmake-build-debug/Assignments
Assignments/cmake-build-debug/Assignments.cbp

    
    
        
        
        
        
        
            
                
                
                
                    
                    
                    
                    
                
            
            
                
                
                
                    
                    
                    
                    
                
            
            
                
                
                
                
                
                
                    
                    
                    
                    
                    
                    
                    
                
                
                    
                    
                    
                    
                
            
            
                
                
                
                
                
                
                    
                    
                    
                    
                    
                    
                    
                
                
                    
                    
                    
                    
                
            
            
                
                
                
                    
                    
                    
                    
                
            
        
        
            
        
        
            
        
        
            
        
        
            
        
        
            
        
        
            
        
        
            
        
        
            
        
    
Assignments/cmake-build-debug/CMakeCache.txt
# This is the CMakeCache file.
# For build in directory: /home/heize
CLionProjects/Assignments/cmake-build-debug
# It was generated by CMake: /home/heize
dev/clion-2019.2.2
in/cmake/linux
in/cmake
# You can edit this file to change values found and used by cmake.
# If you do not want to change any of the values, simply exit the editor.
# If you do want to change a value, simply edit, save, and exit the editor.
# The syntax for the file is as follows:
# KEY:TYPE=VALUE
# KEY is the name of a variable in the cache.
# TYPE is a hint to GUIs for the type of VALUE, DO NOT EDIT TYPE!.
# VALUE is the cu
ent value for the KEY.
########################
# EXTERNAL cache entries
########################
Value Computed by CMake
Assignments_BINARY_DIR:STATIC=/home/heize
CLionProjects/Assignments/cmake-build-debug
Value Computed by CMake
Assignments_SOURCE_DIR:STATIC=/home/heize
CLionProjects/Assignments
Path to a program.
CMAKE_AR:FILEPATH=/us
in/a
Choose the type of build, options are: None Debug Release RelWithDebInfo
MinSizeRel ...
CMAKE_BUILD_TYPE:STRING=Debug
Id string of the compiler for the CodeBlocks IDE. Automatically
detected when left empty
CMAKE_CODEBLOCKS_COMPILER_ID:STRING=
The CodeBlocks executable
CMAKE_CODEBLOCKS_EXECUTABLE:FILEPATH=CMAKE_CODEBLOCKS_EXECUTABLE-NOTFOUND
Additional command line arguments when CodeBlocks invokes make.
Enter e.g. -j to get parallel builds
CMAKE_CODEBLOCKS_MAKE_ARGUMENTS:STRING=-j8
Enable/Disable color output during build.
CMAKE_COLOR_MAKEFILE:BOOL=ON
CXX compile
CMAKE_CXX_COMPILER:FILEPATH=/us
in/c++
A wrapper around 'ar' adding the appropriate '--plugin' option
for the GCC compile
CMAKE_CXX_COMPILER_AR:FILEPATH=/us
in/gcc-ar-9
A wrapper around 'ranlib' adding the appropriate '--plugin' option
for the GCC compile
CMAKE_CXX_COMPILER_RANLIB:FILEPATH=/us
in/gcc-ranlib-9
Flags used by the CXX compiler during all build types.
CMAKE_CXX_FLAGS:STRING=
Flags used by the CXX compiler during DEBUG builds.
CMAKE_CXX_FLAGS_DEBUG:STRING=-g
Flags used by the CXX compiler during MINSIZEREL builds.
CMAKE_CXX_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG
Flags used by the CXX compiler during RELEASE builds.
CMAKE_CXX_FLAGS_RELEASE:STRING=-O3 -DNDEBUG
Flags used by the CXX compiler during RELWITHDEBINFO builds.
CMAKE_CXX_FLAGS_RELWITHDEBINFO:STRING=-O2 -g -DNDEBUG
C compile
CMAKE_C_COMPILER:FILEPATH=/us
in/cc
A wrapper around 'ar' adding the appropriate '--plugin' option
for the GCC compile
CMAKE_C_COMPILER_AR:FILEPATH=/us
in/gcc-ar-9
A wrapper around 'ranlib' adding the appropriate '--plugin' option
for the GCC compile
CMAKE_C_COMPILER_RANLIB:FILEPATH=/us
in/gcc-ranlib-9
Flags used by the C compiler during all build types.
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