418383/418587 ภาคปลาย 2553/คะแนนการบ้าน 2
เนื้อหา
คะแนน
คนที่ไม่ได้ 0 คะแนน
- 47180278 ได้ 83 คะแนน
- -5 for only adding one ball
- -5 for not shooting the ball immediately
- -5 for shooting only one bullet
- -2 for having no music when the player clears a stage
- 51180198 ได้ 100 คะแนน
- 51180248 ได้ 100 คะแนน
- 5210400425 ได้ 100 คะแนน
- 5210400514 ได้ 93 คะแนน
- -2 for no background music"
- -5 for not changing the background image
- 5210404889 ได้ 100 คะแนน
- 5210404897 ได้ 98 คะแนน
- -2 for not having music when player clears a stage
- 5210405036 ได้ 98 คะแนน
- -2 for not having music when player clears a stage
- 5210450937 ได้ 94 คะแนน
- -2 for no sound when bar hits wall
- -2 for no sound when bar dies
- -2 for not playing a song when the player clears a stage
- 5210450562 ได้ 100 คะแนน
คนที่ได้ 0 คะแนนเนื่องจากลอกเพื่อนหรือให้เพื่อนลอก
- 51180537
- 51180628
- 51180727
- 51180644
- 5210400433
- 5210404803
- 5210450040
- 5210450058
- 5210450104
- 5210450147
- 5210450597
การลอกกันที่ผมจับได้
โค้ดเปลี่ยนด่านใน PlayScreen.cs
| 51180537 | 51180628 | 51180727 |
|
<geshi lang="csharp"> else if (playScreen.gameState.BrickCount <= 0)
{
if (lv == 3)
{
Constants.MAP_NAME = "map03";
}
else
{
Constants.MAP_NAME = "map02";
lv = 3;
}
playScreen.LoadContent();
if (lv2 != 3)
{
lv2 += 1;
MediaPlayer.Stop();
MediaPlayer.Play(song3);
playScreen.Game.SwitchScreen(Constants.NEXT_LV_SCREEN_NAME);
}
else
{
lv = 1;
lv2 = 1;
Constants.MAP_NAME = "map01.txt";
playScreen.LoadContent();
playScreen.Game.SwitchScreen(Constants.GAME_CLEARED_SCREEN_NAME);
}
}
else if (playScreen.keySensor.IsKeyTyped(KeyMapping.pauseKey))
playScreen.ChangeState(playScreen.pauseState);
}
</geshi> |
<geshi lang="csharp"> else if (playScreen.gameState.BrickCount <= 0)
{
if (lv == 3)
{
Constants.MAP_NAME = "map03";
MediaPlayer.Stop();
}
else
{
Constants.MAP_NAME = "map02";
MediaPlayer.Stop();
lv = 3;
}
playScreen.LoadContent();
if (lv2 != 3)
{
lv2 += 1;
MediaPlayer.Play(song4);
playScreen.Game.SwitchScreen(Constants.NEXT_LV_SCREEN_NAME);
}
else
{
lv = 1;
lv2 = 1;
Constants.MAP_NAME = "map01";
MediaPlayer.Play(song5);
Constants.ascore = 0;
playScreen.LoadContent();
playScreen.Game.SwitchScreen(Constants.GAME_CLEARED_SCREEN_NAME);
}
}
else if (playScreen.keySensor.IsKeyTyped(KeyMapping.pauseKey))
playScreen.ChangeState(playScreen.pauseState);
}
</geshi> |
<geshi lang="csharp"> else if (playScreen.gameState.BrickCount <= 0)
{
if (lv == 3)
{
Constants.MAP_NAME = "map03";
}
else
{
Constants.MAP_NAME = "map02";
lv = 3;
}
playScreen.LoadContent();
if (lv2 != 3)
{
lv2 += 1;
playScreen.Game.SwitchScreen(Constants.NEXT_LV_SCREEN_NAME);
}
else
{
lv = 1;
lv2 = 1;
Constants.MAP_NAME = "map01.txt";
playScreen.Game.SwitchScreen(Constants.GAME_CLEARED_SCREEN_NAME);
}
}
else if (playScreen.keySensor.IsKeyTyped(KeyMapping.pauseKey))
playScreen.ChangeState(playScreen.pauseState);
</geshi> |
- 51180537 และ 51180644
Bullet.cs (Pattern 1)
นิสิตหลายคนทำการคัดลอก Ball.cs มาเป็น Bullet.cs (47180278, 51180248, 5210404889, 5210404897, 5210400425, และ 5210405036) นี่ไม่นับเป็นการลอกเนื่องจากเป็นการใช้โค้ดเก่าของอาจารย์ อย่างไรก็ดีโค้ดของนิสิต 7 คนข้างล่างนี้มีลักษณะเด่นเหมือนๆ กัน ดังต่อไปนี้ คือ
- เหลือเมธอด CollideOnTopSurface และ ColildeOnButtomSurface ไว้ ไม่คง CollideOnLeftSurface และ CollideOnRightSurface ของ Ball.cs เดิมไว้
- กำหนดให้ Bullet มีขนาด 5 x 5 ช่องเหมือนๆ กัน
นอกจากนี้ไฟล์ของนิสิตบางคู่ัยังเหมือนกันทุกไบต์ จึงสันนิษฐานเอาไว้ว่าลอกกัน
| 5210450058 | 5210450147 | 5210450597 | |
|
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
velocity = new Vector2(0.0f, -0.2f);
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
}
public void UpdatePosition(GameTime gameTime)
{
Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X),
(int)(Position.Y),
(int)5,
(int)5);
}
}
private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
public void CollideWithBrick(Brick brick)
{
} private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
}
} </geshi> |
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
velocity = new Vector2(0.0f, -0.2f);
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
}
public void UpdatePosition(GameTime gameTime)
{
Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X),
(int)(Position.Y),
(int)5,
(int)5);
}
}
private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
public void CollideWithBrick(Brick brick)
{
} private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
}
} </geshi> |
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
velocity = new Vector2(0.0f, -0.2f);
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
}
public void UpdatePosition(GameTime gameTime)
{
Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X),
(int)(Position.Y),
(int)5,
(int)5);
}
}
private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
public void CollideWithBrick(Brick brick)
{
} private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
}
} </geshi> |
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X),
(int)(Position.Y),
(int)5,
(int)10);
}
}
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
velocity = new Vector2(0, -0.5f);
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
}
public void UpdatePosition(GameTime gameTime)
{
Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
}
public void CollideWithBrick(Brick brick)
{
//this.attackPower = 0;
}
private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
}
} </geshi> |
อีกรูปแบบหนึ่งที่คล้ายๆ กัน
| 5210450040 | 5210450104 |
|
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content;
public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X),
(int)(Position.Y),
(int)5,
(int)5);
}
}
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
velocity = new Vector2(0, -0.2f);
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
}
public void UpdatePosition(GameTime gameTime)
{
Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
}
private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
}
} </geshi> |
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X),
(int)(Position.Y),
(int)5,
(int)5);
}
}
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
velocity = new Vector2(0, -0.2f);
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
}
public void UpdatePosition(GameTime gameTime)
{
Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
}
private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
}
} </geshi> |
Bullet.cs (Pattern 2)
เหมือนทุกไบต์
| 5210400433 | 5210404803 |
|
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using GameLib; using GameLib.Animation; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
public int Radius
{
get { return (int)Constants.BALL_RADIUS; }
}
public int Diameter
{
get { return Radius * 2; }
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X - Radius),
(int)(Position.Y - Radius),
(int)Diameter,
(int)Diameter);
}
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
xPositionFromBarCenter = Radius;
}
public void UpdatePosition(GameTime gameTime)
{
Position = new Vector2(Position.X,
Position.Y - Constants.BALL_VERTICAL_SPEED * (float)gameTime.ElapsedGameTime.TotalMilliseconds);
}
}
} </geshi> |
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using GameLib; using GameLib.Animation; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
public int Radius
{
get { return (int)Constants.BALL_RADIUS; }
}
public int Diameter
{
get { return Radius * 2; }
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X - Radius),
(int)(Position.Y - Radius),
(int)Diameter,
(int)Diameter);
}
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
xPositionFromBarCenter = Radius;
}
public void UpdatePosition(GameTime gameTime)
{
Position = new Vector2(Position.X,
Position.Y - Constants.BALL_VERTICAL_SPEED * (float)gameTime.ElapsedGameTime.TotalMilliseconds);
}
}
} </geshi> |