# 499012 week3 game makers

using game maker 8.0 or 8.1

Deliverables

Files:

Game Maker file with completed simulation

One Lab Report Word document (*.docx) containing:

the design elements asked for in lab

screen captures of your running application

one to two paragraphs answering the Student Lab Report questions (below)

Student Lab Report Questions

How are simulations and games different? How are they the same?

L A B S T E P S

STEP 1: Create Sprites

You will need two sprites for your simulation, one image of a prey such as a fish or rabbit, and one image of a predator such as a shark or wolf. Find a few images of each to choose from or draw your own.

Use a screen size of 800x600 with a 2D grid that has squares that are 20x20

Create two sprites using your images. Name one spr_prey and the other spr_predator

STEP 2: Create Objects

Create two objects – one for the prey and one for the predator.

STEP 3: Create a Room

Create a room according to your design.

STEP 4: Populating

Add about 10 of each predator and prey to the room.

STEP 5: Prey Object: Speed and Direction

For the prey object, add a Create event that sets the prey's speed to 4 and direction to random(360).

STEP 6: Prey Object: Intersect Boundary

For the prey object, add an Intersect Boundary event that wraps the screen in both x and y directions.

STEP 7: Prey Object: Mating and Birth

For the prey object, add a collision event for colliding with other prey that will simulate mating and the birth of a new prey. Add the following action: bounce against solid objects if a nearby and relative position is free of collisions, with a one in two chance create a new instance of obj_prey at the same nearby, relative position.

STEP 8: Prey Object: Collision Event

For the prey object, add a collision event for colliding with predators that will destroy this instance of the prey (this prey just got eaten).

STEP 9: Prey Object: Step Event

For the prey object, create a step event that will limit the total number of prey instances (limit the prey population) with actions: if the number of instances &gt; 100, destroy this instance (this prey just died from overcrowding).

STEP 10: Predator Object: Speed, Direction, Hunger

For the predator object, add a Create event that will set the predator's speed to 3 and direction to random(360) and set a hunger variable with a random value from 0 to 90:use random(90).

STEP 11: Predator Object: Intersect Boundary

For the predator object, add an Intersect Boundary event that wraps the screen in both x and y directions.

STEP 12: Predator Object: Collision Event I

For the predator object, add a collision event for colliding with prey that will reset the hunger variable to 0.

STEP 13: Predator Object: Collision Event II

For the predator object, add a collision event for colliding with other predators that has the following statements:

reverse the vertical direction; reverse the horizontal direction

if the expression hunger &lt; 100 & [url removed, login to view] &lt; 100 (meaning if the two colliding objects are not starving)

if a nearby and relative position is free of collisions, create a new instance of obj_predator at the same nearby, relative position

STEP 14: Predator Object: Step Event

For the predator object, create a step event that will kill this predator by using the destroy instance action if either of the following conditions is true

if the predator is starving (hunger &gt; 400)

if the number of instances of predators is larger than 50

Also, increment the hunger of the predator by 1 by setting the hunger variable to a new value of hunger + 1

STEP 15: Run and Test

Run the program to see if a stable population of predators and prey can be obtained. Each run may yield somewhat different results due to the randomness.

Beceriler: Her şey Kabul, Oyun Tasarımı

İşveren Hakkında:
( 4 değerlendirme ) fontana,

Proje NO: #2244932

## Seçilen:

tyrbo

By Thursday night / Friday morning at the latest, as we discussed.

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