# A-level Computing/AQA/Problem Solving, Programming, Data Representation and Practical Exercise/Skeleton code/2012 Exam/Section D

When you first run your code you will probably find that everything appears to work. Don't be deceived, try and put incorrect menu choices in, try and move your character outside the map. We have a lot to fix and any errors are very likely to come up as questions in the exam, where you have to fix them!

## Adjustments to the code
### Miscellaneous

How to resume in a game
Answer:
There are 3 steps of resuming in the game.
1. This is the code to be created:
You need to create this code[ABOVE CODE AS SHOWN] under the code BELOW:
2. Then change from this:
To this:
If gameinprogress(monsterposition) then console.writeline(“5. Resume game”)
3. After, create a case 5:
DisplayMenu
This is what you put in case 5:
Case 5
In a test game display the position of monster, flask and traps from the start so user can see them when moving around the map
Answer:
Adding a cheat feature to see all cavern items
Answer:
First, you need to declare a boolean variable to the code to allow it to have an enable function.
We then need to allow the an input to take place so we add it to sub makemove.
We then need to allow the input to be valid.(Section is Sub CheckValidMove)
Finally, we need to make it when cheat = true, then it will display all the cavern items. This is added to the sub DisplayCavern.

### Movement

Stop player moving off the edge of the map, catch the error
Answer:
There are limits to where the player can move, on the x axis, it is all spaces above and including 1, and all spaces below and including NoOfCellsEast:
on the y axis, it is all spaces above and including 1, and all spaces below and including NoOfCellsSouth
Using this knowledge we need to stop the MakeMove subroutine allowing the user to move outside these bounds.
Think about why PlayerPosition has been passed to CheckValidMove sub, and that it isn't currently being used. Could the check be done there? At the moment to check that it is a valid move it uses:
But this doesn't take into account the times when an attempted move is not valid, for example when the player chooses N (UP) when they are in the first row (row 1):
We need to update the IF STATEMENT above that sets ValidMove = False, to:
Also we might want to add a little feedback to PlayGame sub, highlighting when moves are not valid. We need to add the following code above the line that says: Loop Until ValidMove
For Pascal
Make it so the monster moves automatically instead of the user having to input two characters for the monster to complete its moves. Cagey play.
Answer:
Remove the 3 lines
from:
And replace them with:
If this question is going to be asked it is very unlikely that you'll be asked to remember the sleep command, and you'll probably be given it
Allow the player to move diagonally
Answer:
Allow the player to move diagonally using ["NE", "SE", "SW", "NW"]
Answer:
First you'll need to add the case for the new commands to be recognised in the MakeMove sub-routine:
But this doesn't work! Can you spot why?
It is because the variables MoveDirection, Move and the GetMove Function have been declared as a Char (accepting only ONE character) and each time 'Direction' has been passed, it has passed as a Char also.
They all need to be changed (inefficiently in terms of memory) to the String data type to allow the user to type more than one character to move the position of the player (i.e. "NE", "SE", "SW", "NW").
Use 'Ctrl + F' (Find and Replace box should appear) to find and replace all of the Char datatypes to String for ONLY the following variables or Function:
* Replace 'GetMove As Char' to 'GetMove As String'
* Replace 'Dim Move As Char' to 'Dim Move As String'
* Replace 'Dim MoveDirection As Char' to 'Dim MoveDirection As String' in the PlayGame sub-routine
* Replace 'Direction As Char' to 'Direction As String' in the MakeMove procedure and the CheckValidMove function.
Of course you must also update the move options here:
Change the keys that move the player from ["N", "E", "S", "W"] to ["W", "D", "S", "A"] respectively.
Answer:
There are 3 sub-routines that need to be edited for this. First the sub-routine that writes out move options on the screen for the user:
Second, the MakeMove sub-routine which actually processes the movement of the player when a key is pressed:
Lastly, the CheckValidMove which simply checks if the key they have pressed is a valid choice:
During a game press "T" to teleport, this can only be used once
Answer:
First we need to create a subroutine to teleport the user. This will need access to the playerPosition so we can update it, and the GetNewRandomPosition function so we can randomly assign a new position: But this won't let the player teleport to position[1,1]?!
Now we have declared the sub routine we must create an option in the MakeMove subroutine to to handle pressing "T":
We must add the "T" option to the DisplayMoveOptions sub routine:
And finally we must allow the "T" option to be a CheckValidMove sub routine:
With this code the player can teleport as many times as they like. An additional boolean variable is needed if the player is only going to be allowed to teleport once. The record structure will also need changing. Possibly too many changes for the exam?
Alternative way and to allow to ONLY teleport once:
We need to make a boolean variable to see if we used teleport or if we didnt, true or false:
Then we need to add a menu option here:
Then we Have to add a code to allow to teleport to a new random position
Now we need to update the code that checks if its a valid move. IT has to be "T" and teleport has to be = "True"
Next we need to fix a small problem to allow user to go back to the main menu, start a new game and BE ABLE to teleport once again since its a new game.
*** OR*** (Visual Basic)

### Input Validation

Update the code to accept upper and lower case direction inputs
Answer:
In the GetMove function change the line:
to:
This converts whatever the input is into an Upper Case letter
Collect menu choices as char rather than integer so that they can be validated and letter entry doesn't crash the program
Answer:
To stop the menu breaking on you typing in "g" or "one" we have to change the code in several places:
We then need to catch any errors when the program converts the input into an Integer by adjusting the GetMainMenuChoice function:
This should work. But to make it even better we should probably give an error message to tell them when they have typed in an incorrect menu choice if the number is incorrect. Take a look at the Main function again and at the case statement. We are going to add an else case that will handle any incorrect input:
Make it so an inappropriate menu entry brings up an error message
Answer:
Change the GetMainMenuChoice function to:
For Pascal
Adding a TYPE Check validation (try/catch) to GetMenuChoice will stop runtime exceptions being thrown
Make it so an input that cannot be converted to integer doesn't crash the program
Answer:
Change the GetMainMenuChoice function to:
Make it so an invalid move command brings up an error message
Answer:
We might want to add a little feedback to PlayGame sub, highlighting when moves are not valid

### Loading and Saving

When saving in the main menu give the option to resume the game
Answer:
Make it so selecting to load a non-existent file doesn't crash the program
Answer:
A simple solution:
Count the number of moves taken before the player is eaten or finds the lamp and display this
Answer:
In playGame method
//add to top { int moveCounter = 0; } add in if statement
if (moveDirection != 'M' && validMovement(moveDirection, playerPosition)==true) {
add in the if Statement for flaskfound
if (flaskfound) {
How to do for VB.net
Then we add the score to the win message
Another thought - what about if the game is saved. Wouldn't we also need to save the number of moves?? If so, this makes the problem considerably more difficult as it involves changing the record structure.
Make sure that a filename is entered when saving a game
Answer:
Sub SaveGame(ByVal TrapPositions As CellReference, ByVal MonsterPosition As CellReference, ByVal PlayerPosition As CellReference, ByVal FlaskPosition As CellReference, ByVal MonsterAwake As Boolean)
Adapt LoadGame so that it checks to ensure that the entered filename exists and that the file is a valid saved game.
Adapt SaveGame so that it checks to ensure that the current game has not already been completed.

### Menu Additions

Add a menu choice 5 to "display story" or display instructions
Answer:
You must add the option to the main menu:
We must create a sub routine to display the story:
We must add the option to display the story to the main menu system in the main subroutine:

### Other

Change the size of the map
Answer:
Change the number of traps. What is the problem with the current code?
Answer:
the number of traps is hard coded in: Const NoOfTraps = 2 But later it is not used when cycling through the traps, this means that if you adjust the number of traps then the code will not include any more than two and break on any less than two. However the number of traps must remain a constant and not changed at runtime as it is used to create the TrapPositions array.
REMOVE:
AND MAKE THE CHANGES IN HERE:

## Final Question

The final question of the exam is usually an extend and stretch question. It won't require you to code anything, but to discuss how you would code the solution to the problem if you had the time:
In order to make the game more playable, it has been decided to make the cavern have different levels. This means that the player will be able to move up or down in some parts on the cavern. This means that the player will be offered the choices
Describe the changes necessary to the following data structures in order to make this possible.
* TCellReference
* TCavern
* TGameData