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MCC ANALYSIS, DESIGN AND IMPLEMENTATION Text Adventures CREATED BY AUNG ZAY YA NCC Education

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Page 1: 00155002_AUNG ZAY YA ADI (document)

MCC

ANALYSIS, DESIGN AND IMPLEMENTATION

Text Adventures

CREATED BY AUNG ZAY YA

NCC Education

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TEXT ADVENTURES Created By Aung Zay Ya

NCCEducation

Level 5 Diploma in Computing

Analysis, Design and Implementation

Centre Name : MCC Training Institute (Yangon)

Assignment Title : Text Adventures

Exam Cycle : SEPTEMBER 2015

Candidate Name :Aung Zay Ya

NCC Education ID No. : 00155002

Submission Date : -

Marker’s Comment :

Moderator’s Comment :

Mark: Moderated Mark : Final Mark :

Statement and Confirmation of Own Work

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Each time you submit an assignment you must attach this statement as the cover page for both the hard copy and the electronic version. If the statement is missing your work will not be marked.

Student Declaration

I have read and understood NCC Education’s Policy on Academic Dishonesty and Plagiarism.

I can confirm the following details:

Programme/Qualification Name: Level 5 Diploma in Computing

Student ID/Registration number: -

Name: Aung Zay Ya

Centre Name: MCC Training Institute (Yangon)

Module Name: Analysis, Design and Implementation

Module Leader: U Thein Naing Htwe

Number of words:

I confirm that this is my own work and that I have not plagiarized any part of it. I have also noted the

assessment criteria and pass mark for assignments.

Due Date:

Student Signature: aung

Table of ContentsIntroduction....................................................................................................................................5

Acknowledgement.........................................................................................................................6

Task 1............................................................................................................................................7

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Candidate Class List and Diagrams...........................................................................................7

Text Adventures Class Diagrams (Figure 1.1).......................................................................7

Task 2............................................................................................................................................8

Activity Diagram.........................................................................................................................8

Choose Thing Activity Diagram (Figure 2.1)..........................................................................8

Find Thing Activity Diagram (Figure 2.2)................................................................................9

Go Down Thing From Bag Activity Diagram (Figure 2.3).....................................................10

Moving To Request Room Activity Diagram (Figure 2.4).....................................................11

Parsing Client Command Activity Diagram (Figure 2.5).......................................................12

Task 3..........................................................................................................................................13

Use Case Diagram...................................................................................................................13

Text Adventures Use Case Diagram (Figure 3.1)................................................................13

Task 4..........................................................................................................................................14

Code Architecture....................................................................................................................14

TextAdventures.java file (design for Text Adventures Game)..............................................14

AvailableThing.java file (to define the thing is available or unavailable)..............................17

Client.java file (to get thing from bag and to go down thing from bag).................................18

PermanentThing.java file (to define Permanent Thing)........................................................19

Task 5..........................................................................................................................................31

System Implementation...........................................................................................................31

Main (See: Figure 5.1)..........................................................................................................31

Find (See: Figure 5.2)..........................................................................................................32

Choose (See: Figure 5.3).....................................................................................................33

GoDown (See: Figure 5.4)...................................................................................................34

Move (See: Figure 5.5).........................................................................................................35

End (See: Figure 5.6)...........................................................................................................36

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Support (See: Figure 5.7).....................................................................................................37

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IntroductionI am Aung Zay Ya from Myanmar. I am majoring in Business Information and Technology (BIT) Level 5 Diploma in Computing and now studying at MCC Training Institute, Yangon Campus. In this assignment, Take Art application s create. Also the documentation of the application like coding .

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AcknowledgementI would like to thank to my classmates and lecturers for helping throughout my assignments. Besides, special thank goes to my assignment teacher U Thein Naing Htwe.

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Task 1

Candidate Class List and Diagrams The system needs to analyze the data for class, attribute, method for system architecture.

Noun (Class) Verb (Attribute) Adjective (Method)

Commands Change numerous

Player Explore various

Game Interpret

Parser Look

Room

Description

Area

Text

Move

Items

Class List and removed other unwanted candidates and reason why you removed

them

Noun

Commands

Parser

Description

Area

Text

Move

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Noun Reason of RemovalParser SynonymDescriptionCommands

outside of the scopeAreaTextMove part of future design

Class diagram, with titles, attributes, methods, association and cardinalities

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Text Adventures Class Diagrams (Figure 1.1)

Client

-name: String-bag: thing[*]+setName(n: String): Void+getName(): String+giveThing(t: String): Thing+clearBagThing(i: String): Thing+getBag(): Thing[*]+setBag(b: Thing[*]): Void

Match

-client: Client-rm: Room[*]+Match()+getClient(): String+setClient(C: String): Void+getRm(): String+setRm(rm: String): Void

Thing

-name: String-description: String+canChoose(): boolean+getDescription(): String+setDescription(desc: String): void+setName(n: String)

Room

-name: String-thing: Thing[*]-exit: String[*]+afterroomexit: String+giveThing(T: String): Thing+getName(): String+setName(n: String): void+getThing(): Thing[*]+setThing(t: Thing[*]): void+setexit(ext: Sring): void+getexit(): String[]+getafterroomexit(): String[]+setafterroomexit(rexit: String): void

Available Thing

+canChoose(): boolean

Permanent Thing

+canChoose(): boolean

11

*1

1

*

1

*

Parser

+parse(cmd: String): String+godown(T: String): String+choose(T: String): String+move(T: String): String+find(T: String): String

11

Figure 1.1 (Class List and Diagrams)

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Task 2

Activity Diagram

Choose Thing Activity Diagram (Figure 2.1)

Client System

Client request Thing Name for Choose

Accept Thing Name Find the Thing in bag

check counter less than thing count

Find the Thing in room take thing at counter

NO YES

check thing equal to bag's thing name

increase counter by 1

choose thing

NO

YES

check counter less than thing count

Return Nothing take thing at counter

NO YES

increase counter by 1 choose thing

NO YES

Figure 2.1 (Choose Thing Activity)

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Find Thing Activity Diagram (Figure 2.2)

Client System

give client input thing name

Accept Name set counter to 0

check counter less than thing count

Return Null take thing at counter

check thing equal to thing name

return thing at counter

increase counter by 1

NO YES

NO

YES

Figure 2.2 (Find Thing Activity Diagram)

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Go Down Thing From Bag Activity Diagram (Figure 2.3)

Client System

Client request command go down Thing

accept go down thing command

find the thing in bag

Return Nothing take thing at counter

NO YES

check counter less than thing count

check thing equal to bag's thing name

go down thing increase counter by 1

YES NO

Figure 2.3 (Go Down Thing from Bag)

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Moving To Request Room Activity Diagram (Figure 2.4)

Client System

Client command for moving room

accept moving command

find the moving room exit

Return Nothing

NO

check exit room

moving to the client command room

YES

Figure 2.4 (Moving to Request Room Activity Diagram)

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Parsing Client Command Activity Diagram (Figure 2.5)

Client System

client sent command

Accept command

Check comman is Splitable

Check with valid command split cmd to c and obj with " "

NO YES

Check c with valid comman

Display Error Do command with obj

NO YES

display error Do command

YESNO

Figure 2.5 (Parsing Client Command Activity Diagram)

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Task 3

Use Case Diagram

Text Adventures Use Case Diagram (Figure 3.1)

System

Begin Game

Client Find Thing

Find Room

Choose Thing

Go down Thing

Moving Room

Quit Game

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Task 4

Code Architecture

TextAdventures.java file (design for Text Adventures Game)

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package pkTxtAdventureGUI;

import javax.swing.*;

import javax.swing.text.TabableView;

import pkTxtAdventure.Game;

import java.awt.event.*;

import java.awt.*;

public class TextAdventures extends JFrame implements KeyListener {

private JTextArea txaDisplay;

private JTextField txfCommand;

private Game gameTA;

public TextAdventures() {

setSize(600, 600);

setTitle("Text Adventures");

setLayout(new BorderLayout());

setLocationRelativeTo(null);

getContentPane().setBackground(Color.pink);

txaDisplay = new JTextArea();

txaDisplay.setFont(new Font("Comic Sans MS", Font.PLAIN, 18));

txaDisplay.setEditable(false);

txaDisplay.setBackground(Color.CYAN);

JScrollPane jsp = new JScrollPane(

txaDisplay,

JScrollPane.VERTICAL_SCROLLBAR_AS_NEEDED,

JScrollPane.HORIZONTAL_SCROLLBAR_AS_NEEDED);

add(jsp, BorderLayout.CENTER);

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txfCommand = new JTextField();

txfCommand.setFont(new Font("Comic Sans MS", Font.PLAIN, 16));

txfCommand.addKeyListener(this);

add(txfCommand, BorderLayout.SOUTH);

JLabel lblhead = new JLabel("Text Advantures Game");

lblhead.setForeground(Color.blue);

lblhead.setFont(new Font("Comic Sans MS", Font.PLAIN, 20));

lblhead.setHorizontalAlignment((int) CENTER_ALIGNMENT);

add(lblhead, BorderLayout.NORTH);

String initial = "Game will start soon. Type 'help' if you need help!\n";

gameTA = new Game();

initial += gameTA.getPc().parser("look") + "\n";

txaDisplay.setText(initial);

setVisible(true);

txfCommand.requestFocus();

}

public static void main(String[] args) {

new TextAdventures();

}

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@Override

public void keyPressed(KeyEvent arg0) {

// TODO Auto-generated method stub

}

@Override

public void keyReleased(KeyEvent arg0) {

// TODO Auto-generated method stub

}

@Override

public void keyTyped(KeyEvent ke) {

if (ke.getKeyChar() == '\n') {

String cmd = txfCommand.getText().trim();

String temp = txaDisplay.getText();

temp += ">>" +cmd + "\n" + gameTA.getPc().parser(cmd) + "\n";

txaDisplay.setText(temp);

txfCommand.setText("");

txfCommand.requestFocus();

}

}

}

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AvailableThing.java file (to define the thing is available or unavailable)

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package pkTxtAdventure;

public class AvailableThing extends Thing {

public AvailableThing(String n, String d) {

super(n, d);

}

public boolean isPickable(){

return true;

}

}

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Client.java file (to get thing from bag and to go down thing from bag)

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package pkTxtAdventure;import java.util.ArrayList;public class Client {

private ArrayList<Thing> bag; public Client() {

bag = new ArrayList<Thing>();}public ArrayList<Thing> getBag() {

return bag;}public void setBag(ArrayList<Thing> bag) {

this.bag = bag;}public String findBagThing(String n){

String s = null;for (int i = 0; i < bag.size(); i++) {

if (bag.get(i).getName().equalsIgnoreCase(n)) {s = bag.get(i).getDescription();return s;

}}return s;

}public Thing godownBagThing(String n){

Thing t = null;for (int i = 0; i < bag.size(); i++) {

if (bag.get(i).getName().equalsIgnoreCase(n)) {t = bag.get(i);bag.remove(i);return t;

}}return t;

}public void addBagThing(Thing i){

bag.add(i);}

}

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PermanentThing.java file (to define Permanent Thing)

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package pkTxtAdventure;

public class PermanentThing extends Thing{

public PermanentThing(String n, String d) {

super(n, d);

}

public boolean isPickable(){

return false;

}

}

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Thing.java file (to get and define Thing Name and Description)

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package pkTxtAdventure;

public class Thing {

private String name;

private String description;

private boolean pickable;

public Thing(String n, String d) {

name = n;

description = d;

}

public String getName() {

return name;

}

public void setName(String name) {

this.name = name;

}

public String getDescription() {

return description;

}

public void setDescription(String description) {

this.description = description;

}

public boolean isPickable(){

return pickable;

}

}

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Room.java file (to define the room exit , moving room, room description)

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package pkTxtAdventure;

import java.util.ArrayList;

public class Room {

private String name;

private ArrayList<Thing> roomT;

private ArrayList<String> exits;

private int nearByRoomNo[];

private String des;

public Room( ) {

roomT = new ArrayList<Thing>();

exits = new ArrayList<String>();

}

public String getName() {

return name;

}

public void setName(String name) {

this.name = name;

}

public ArrayList<Thing> getRoomItm() {

return roomT;

}

public void setRoomItm(ArrayList<Thing> roomItm) {

this.roomT = roomItm;

}

public ArrayList<String> getExits() {

return exits;

}

public void setExits(ArrayList<String> exits) {

this.exits = exits; }

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public String getDes() {

generateDescription();

return des;

}

public void setDes(String des) {

this.des = des;

}

public void generateDescription(){

des = "You are @ " + name + ".\nThere are ";

des+= roomT.get(0).getName();

for (int i = 1; i < roomT.size()-1; i++) {

des+= ", " + roomT.get(i).getName() ;

}

des+= " and " + roomT.get(roomT.size()-1).getName() + ".";

des+= "\nThere are "+ exits.size() + " exits : " ;

for (int i = 0; i < exits.size(); i++) {

des+= exits.get(i) + "; ";

}

}

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public String lookRoomItem(String n){

String s = null;

for (int i = 0; i < roomT.size(); i++) {

if (roomT.get(i).getName().equalsIgnoreCase(n)) {

s = roomT.get(i).getDescription();

return s;

}

}

return s;

}

public Thing giveRoomItem(String n){

Thing itm = null;

for (int i = 0; i < roomT.size(); i++) {

if (roomT.get(i).getName().equalsIgnoreCase(n) && roomT.get(i).isPickable()) {

itm = roomT.get(i);

roomT.remove(i);

return itm;

}

}

return itm;

}

public void addRoomItem(Thing i){

roomT.add(i);

}

public int[] getNearByRoomNo() {

return nearByRoomNo;

}

public void setNearByRoomNo(int[] nearByRoomNo) {

this.nearByRoomNo = nearByRoomNo;

}

public int getRoonNo4Exit(String e){

for (int i = 0; i < exits.size(); i++) {

if (e.equalsIgnoreCase(exits.get(i))) {

return nearByRoomNo[i]; }}

return -1;

}

}

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Match.java file (to begin the Text Adventures)

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package pkTxtAdventure;

import java.util.ArrayList;

import java.util.Scanner;

public class Match {

private Client c;

private Room roomArr[];

private int curRoom;

private ParseCommand parcom;

public Match() {

curRoom = (int) (4*Math.random());

c = new Client();

parcom = new ParseCommand();

roomArr = new Room[4];

roomArr[0] = new Room();

roomArr[0].setName("Lounge Room");

roomArr[0].addRoomItem(new PermanentThing("TV", "Watch the news and Watching for Movie"));

roomArr[0].addRoomItem(new PermanentThing("iMac", "Drawing the Graphic Design and Some Art or 3D"));

roomArr[0].addRoomItem(new AvailableThing("Remote", "Control the TV"));

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int nr[] = {3, 1};

ArrayList<String> e = new ArrayList<String>();

e.add("West");

e.add("South");

roomArr[0].setExits(e);

roomArr[0].setNearByRoomNo(nr);

roomArr[1] = new Room();

roomArr[1].setName("Kitchen Room");

roomArr[1].addRoomItem(new PermanentThing("Cup", "drink the water"));

roomArr[1].addRoomItem(new PermanentThing("TeaPot", "drink for some tea"));

roomArr[1].addRoomItem(new AvailableThing("WaterCooler", "Provide the hot and cold water"));

ArrayList<String> e1 = new ArrayList<String>();

e1.add("North");

e1.add("West");

int nr1[] = {0,2};

roomArr[1].setNearByRoomNo(nr1);

roomArr[1].setExits(e1);

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roomArr[2] = new Room();

roomArr[2].setName("Bathroom");

roomArr[2].addRoomItem(new PermanentThing("WaterTank", "With full water"));

roomArr[2].addRoomItem(new PermanentThing("Soap", "to clean the body."));

roomArr[2].addRoomItem(new AvailableThing("FacialForm", "to clean the face."));

ArrayList<String> e2 = new ArrayList<String>();

e2.add("North");

e2.add("East");

int nr2[] = {3,1};

roomArr[2].setNearByRoomNo(nr2);

roomArr[2].setExits(e2);

roomArr[3] = new Room();

roomArr[3].setName("Bedroom");

roomArr[3].addRoomItem(new PermanentThing("Fan", "Cooling to people"));

roomArr[3].addRoomItem(new PermanentThing("Chair", "Sit and Relax."));

roomArr[3].addRoomItem(new AvailableThing("Guitar", "Playing some music."));

ArrayList<String> e3 = new ArrayList<String>();

e3.add("East");

e3.add("South");

int nr3[] = {0,2};

roomArr[3].setNearByRoomNo(nr3);

roomArr[3].setExits(e3);

}

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public void startMatch(){System.out.println(roomArr[curRoom].getDes());String command = "";Scanner input = new Scanner(System.in);while (true) {

command = input.nextLine();System.out.println(parcom.parser(command));

}}public ParseCommand getPc() {

return parcom;}public void setPc(ParseCommand parcom) {

this.parcom = parcom;}public class ParseCommand{

public String parser(String cmd){cmd = cmd.trim();String c = "";String obj = "";String output = "Not accurate command. Please see Support!";int mid = cmd.indexOf(" ");if(mid != -1){

c = cmd.substring(0, mid).trim();obj = cmd.substring(mid +1).trim();if (c.equalsIgnoreCase("find")) {

output = find(obj);}else if (c.equalsIgnoreCase("godown")) {

output = godown(obj);}else if(c.equalsIgnoreCase("choose")){

output = choose(obj);}else if (c.equalsIgnoreCase("move")) {

output = move(obj);}

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}else if(cmd.equalsIgnoreCase("find")){output = Look();

}else if(cmd.equalsIgnoreCase("Support")){output = help();

}else if (cmd.equals("end")) {System.exit(0);

}return output;

}public String Look(){

return roomArr[curRoom].getDes();}

public String find(String itm){String temp = null;temp = roomArr[curRoom].lookRoomItem(itm);if (temp == null) {

temp = c.findBagThing(itm);}if (temp == null) {

temp = "Keep typing your text "+ itm + " isn't available.";}return temp;

}public String move(String e){

int i = roomArr[curRoom].getRoonNo4Exit(e);if (i != -1) {

curRoom = i;return roomArr[curRoom].getDes();

}else{return "No exit for "+ e +" loacation.";

}}

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public String choose(String itm){Thing i = roomArr[curRoom].giveRoomItem(itm);if (i != null) {

c.addBagThing(i);return "You choose the " + i.getName() + " and put it in the bag.";

}else if (roomArr[curRoom].lookRoomItem(itm) == null){return "No thing as " + itm + ".";

}else{return "You can't choose " + itm + ".";

}}

public String godown(String t){Thing i = c.godownBagThing(t);if(i != null){

roomArr[curRoom].addRoomItem(i);return "You godown " + i.getName() + ".";

}else{return "No thing as " + t + " to go down.";

}}

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public String help() {

return "Support!\n"

+ "- The command should be used in the <command> <object name>\n"

+ "- But the command is not case sensitive.\n"

+ "- For Example type 'find remote' to find the remote.\n"

+ "- Available command are:\n"

+ "\t- move\n"

+ "\t- find\n"

+ "\t- choose\n"

+ "\t- godown\n"

+ "- Some can be use with single word such as :\n"

+ "\t- find\n"

+ "\t- support\n"

+ "\t- End";

}

}

}

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Task 5

System Implementation

Main (See: Figure 5.1)

(Figure 5.1)

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Find (See: Figure 5.2)

(Figure 5.2)

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Choose (See: Figure 5.3)

(Figure 5.3)

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GoDown (See: Figure 5.4)

(Figure 5.4)

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Move (See: Figure 5.5)

(Figure 5.5)

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End (See: Figure 5.6)

(Figure 5.6)

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Support (See: Figure 5.7)

(Figure 5.7)

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ReferencesAnalysis, Design and implementation Textbook by NCC Education.

Design and Developing Object-Oriented Computer Programs Textbook by NCC Education.

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