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日期:2020-03-24 11:10

Assignment 1 - Memory Training Game

MCD4290, Trimester 1, 2020

Due: Week 5, 23:55

Worth: 12% of final mark

Aim

For this assignment your team will develop a memory skill game based on the

electronic game Simon, produced by Hasbro. You will create a web app that displays

random sequences of colours which the user must repeat from memory. As the user

continually enters correct sequences the game progressively selects longer

sequences.

Background

Simon is a 40-year-old electronic game, currently produced by Hasbro

(https://en.wikipedia.org/wiki/Simon_(game)). The game has four coloured buttons

that light up and play a sound in sequence. The user then has to replicate the

sequence by pressing those buttons in the same order. The sequences become

progressively longer and more difficult until the user is unable to repeat the

sequence and the game ends.

While such games are entertaining, the complexity and randomness of the

sequences also allows the game to be used as a means of practicing memory

storage techniques. There is some evidence that individuals with mild cognitive

impairment can benefit from memory enhancement training1

from games such as

Simon.

Your team has been hired by Thoughtress, a small firm that develops memory skill

games for researchers and individuals to evaluate improvement in memory ability.

Normally they develop these games as physical electronic devices, however they

wish to make their services more accessible to those in rural areas. To this end your

team has decided to develop the game as a mobile web app.

Background: Example sequences

Below are some example sequences that might be shown when playing the game:

Background: Game progression

The difficulty level (sequence length) increases after the user gets a certain number

of sequences of that length correct. The number of correct sequences needed to

advance is shown in the table below. (The number is always two less than the

sequence length.)

For example, at the start of the game, the player is given sequences of length 4. The

player receives RRGB followed by GGBY and they get both correct. Since they have

entered two sequences correctly, the game now increases to sequences of length 5.

The player then receives YYGBR (a sequence of length 5) and needs to enter 3 of

further correct sequences to advance to sequences of length 6.

Any time the player makes a mistake, they start again at the previous level (or reset

to level 4 if they make two consecutive errors). The player cannot be given

sequences shorter than 4 (as this is the starting level).

3

Angles obtained from the phone using device orientation

There are some situations where it may be too difficult for the user to interact with

the app using the buttons on the screen (for example while wearing gloves). As

such, we want to allow users to control the app using the phone’s orientation.

When using device orientation there are three angles that you have access to: alpha,

beta and gamma; where beta represents the forwards-backwards tilt of the phone. It

can visualised as below:

Figure 1 side view of phone at different beta angles

As in the figure above, where we are looking at the phone from the side, this means

that when the device is flat on a surface, screen facing up it will have a beta of 0

degrees, tilting the top of the phone down gives a beta of -45 and tilting the top of the

phone up gives a beta of +45

4

As in the figure above, where we are looking at the bottom of the phone, being flat

on a surface gives a gamma of 0 degrees, tilting the phone to the left gives it a

gamma of -45 whereas tilting to the right gives it +45 degrees

You can observe these Beta and Gamma values on the team phone using the

Sensor Test app available on Moodle under “Assignment 1 Resources”.

5

What you are provided with

We have provided a skeleton version of the app, which displays the basic interface

of the app and includes:

● Code that triggers the userChoiceTimeout function in gameLogic.js

? This function is called when the user fails to make a decision after 2

seconds.

● Code to trigger the giveNextSequence function in gameLogic.js

? The giveNextSequence function will be called automatically every time

the user clicks on the play button.

? This function should return a list of strings which can include the

following:

? “blue”

? “green”

? “yellow”

? “red”

? For example [“blue”,”blue”,”green”] which would correspond to a

sequence of BlueBlueGreen

● Code to trigger the sequenceHasDisplayed function in gameLogic.js

? This function is called when the sequence that has been returned by

the giveNextSequence function has finished being shown to the user.

? This is an opportunity to display information to the user prior to them

entering a sequence.

● Code to trigger the changeMode function in gameLogic.js

? This function will be called when the user switches input modes

between touch input and tilt input. The initial input method is touch.

? This function has a parameter mode which will contain TOUCH_MODE

or TILT_MODE depending on the mode the user has just switched to.

● The showSuccess and showFailure functions

? These functions can be called by your code to display an image of a

tick or cross based on whether the user has entered a correct or

incorrect sequence.

? The tick or cross will automatically disappear after one second.

● Four coloured buttons arranged in a circle on the screen

6

? These buttons are designed to be clicked (or tapped on) by the user.

? When clicked, each of these buttons will result in a call to the

buttonSelected function in gameLogic.js

? When the buttonSelected function is called, it will be passed one of the

following strings as an argument representing which of the four buttons

was clicked on:

? “blue”

? “green”

? “yellow”

? “red”

● A Play button on the app’s title bar which displays the next sequence for the

user to enter and results in each request to your giveNextSequence function.

● A displayToastMessage function which you can call to have a “toast”

message pop up at the bottom of the screen to notify the user of some

information.

Other than this, you don’t need to know anything else about the skeleton to use it.

You need to implement the functionality described below.

The app skeleton can be found in the MCD4290 “Assignment 1” section on Moodle.

The app skeleton is titled Skeleton.zip and contains a file ‘gameLogic.js’ where you

should write your submission.

You don’t need to understand the other files we provide you with as part of the

project skeleton -- they include some concepts we haven’t yet covered.

7

What you need to do

Getting started

1. As a team you should download a copy of the project skeleton and unzip this.

2. The ‘skeleton’ folder contains the code of the web app.

3. You should open the entire skeleton folder in brackets to understand the

workings of the files for the assignment.

4. You will implement your solution in the ‘gameLogic.js’ file.

5. You should discuss within your team on the breakdown of coding features and

responsibilities. It is recommended that you practice pair programming.

6. Plan to have steady progress rather than complete the assignment at one go,

or to do it at the last minute.

8

Programming tasks

The Programming component of this assignment is worth 9% of your unit mark. For

the programming tasks, we suggest you complete each part together before moving

onto the next one.

Feature 1: Generating random sequences

The first step to displaying sequences on the screen is to generate those sequences.

This should be done in the giveNextSequence function and returned as an array of

strings. You should use the random method of the Math package to produce

random numbers to represent any given option. Note: Your code will need to save

the generated sequence for checking against the sequence entered by the user.

Feature 2: Sequence input

The buttonSelected function will be called every time the user clicks on one of the

coloured buttons. You should keep track of which buttons the user presses and the

order they were pressed in.

Once the full sequence has been entered, you should compare what the user has

entered against the original sequence. If the sequences match then you should call

the showSuccess function, otherwise you should call the showFailure function. (Both

functions are part of the app skeleton.)

Feature 3: Increasing difficulty level

You should keep track of how many consecutive sequences the user has entered

correctly at the current level. When the user gets enough correct in a row (see

background, game progression), the game should advance to the next level.

Feature 4: Resetting difficulty level

If the user enters an incorrect sequence, they should be taken back to the previous

level. For example, if they provide an incorrect sequence for a sequence of length 6,

they need to do sequences of length 5 again (3 of them) before they get a sequence

of length 6 again.

If the user makes two mistakes in a row, they are reset to the starting sequence

length of 4.

This means that you will need to track the level the player is on and the number of

successful/unsuccessful sequences entered.

9

Feature 5: Displaying status and progress

You should show on the screen (via the label with the id ‘output’) the current

progress of the user, including:

● Number of items remaining to be entered for the current sequence.

● Length of the current sequence

● Number of correct sequences entered at the current level

● Remaining additional correct sequences until they advance to the next level

You should also display general status such as whether the user is currently

expected to enter a sequence or watch a sequence.

This progress information should be updated anytime any of this information

changes.

Feature 6: Tilt-based input method

You should add an alternative control scheme where the user tilts the phone towards

the button they wish to light up. In order to do this, the app must be able to respond

to changes in the orientation of the device using the DeviceOrientation event. See

the Background “Angles obtained from the phone using device orientation” section.

The app has a button to switch between input modes which results in a call to your

changeMode function which has a parameter mode which will either be

TOUCH_MODE or TILT_MODE depending on the mode. You may need to

remember this value in your code.

You should modify your app so that it can track the orientation of the phone. When

the phone is tilted toward the bottom-left of the phone this should be treated as the

user attempting to select the bottom-left button (i.e., the yellow button). Likewise, for

the other three buttons.

There is already code in the main.js file (supplied with the skeleton) which triggers

the buttons to light up and runs the buttonSelected function (that you’ve already

implemented). Each of these functions are named for the corresponding buttons they

light up: selectYellowButton, selectRedButton, selectBlueButton or

selectGreenButton (also aliased as selectBottomLeftButton,

selectBottomRightButton, selectTopLeftButton and selectTopRightButton).

The DeviceOrientation JavaScript event will notify you (via a callback function)

whenever the device orientation changes, but this might be many times a

second. For this reason, we don’t want to select a button as a result of every

10

orientation change, but rather just store the button that would be selected, and then

we can actually register this selection after the standard button press timeout occurs

(i.e., a call to your userChoiceTimeout function). Hence, if the app is in tilt control

mode when your userChoiceTimeout function is called you should see if the phone is

tilted and if so then select the appropriate button.

Feature 7: show tilt while in tilt mode

While the app is in tilt mode, you should ensure that you display the current tilt of the

phone visually. This should be done in such a way that it's clear to the user which

button will end up being selected on userChoiceTimeout.

Hint: You can either display the current button selected by tilt in 'tilt mode' on the

output area or use CSS styling to display a selected border around the item. For

example, if your reference to the button is BLRef then you can do

BLRef.style.borderStyle="solid". Don't forget to reset it to "none" when you dont need

it selected!

11

Presentation

This assignment includes a presentation component worth 3% of your unit mark.

Thoughtress have had their representatives look over the app your team has

produced and are pleased with the results however despite initially agreeing with

your team's suggestion of a mobile web, they now ask your team to get the app in

the Google PlayTM store and Apple AppStoreTM. In other words, they are asking your

team to completely redesign the app as a native app for Android and iOS devices.

Your team has little experience with iOS apps however you have worked closely with

another organisation (IntellAppt) in the past

with extensive experience with both Android and iOS development environments.

After some negotiation, it is agreed that IntellAppt will handle this redevelopment

while your team takes more of a support role and a handover presentation is

organised for three weeks’ time.

In your Week 6 prac class your team will deliver a handover presentation. Your team

should present an overview of the functionality, design of the app and any specific

hardware requirements. You should warn the new team about any current issues in

your app as well as provide any suggestions for improvements. You should not

present about the code of the app, as IntellAppt is not using Javascript in their

redevelopment. As with any good presentation, it should be prepared well in

advance of the due date (including any visual aids) and it should be well rehearsed

as a group and individually.

Format

Each student team will deliver a 10-minute oral presentation (in prac class)

describing and demonstrating the functionality of their app and detailing any

limitations of the application. Every member of the team should present for 2-3

minutes.

● The target audience for this presentation is another team who will be

extending the project further.

● This presentation would be delivered in a formal business setting and so all

team members should be dressed appropriately.

● This presentation must discuss the structure and functionality of the

application as well as any design decisions made.

12

Testing the app

1. Connect your Android phone with your laptop, using USB cable.

2. To save your assignment folder on your mobile device select “Transfer files

(MTP) option" under "Use USB for".

3. A folder will open in your laptop displaying all the storage folders in the phone.

4. On your phones, Open Google Chrome, and type file:///sdcard/ in the address

bar.

5. Then select your folder and click on the index.html file.

6. Note that if are using MacBook, you have to download and install the Android

File Transfer to enable file transfer from laptop to the phone.

Programming resources

● Mozilla Developer Network - Math.random documentation

● Mozilla Developer Network - Detecting Device Orientation

13

Submission

Your team should submit their final version of the application online via Moodle. You

must submit the following:

● A zip file named based on your team (e.g., \Team014.zip").

This should contain ONLY one file named gameLogic.js

This should be a ZIP file and not any other kind of compressed folder

(e.g. .rar, .7zip, .tar).

The submission should be uploaded by the team leader and must be finalised by

Week 5, 23:55. Please note: Your entire team needs to accept the assignment

submission statement individually on Moodle.

You also need to individually complete the CATME peer assessment survey as

described below. You also need to individually complete the following tasks:

● CATME peer assessment survey

● Assignment code interview

Your presentation will be given during your practical classes in Week 6.

14

Marking criteria

Programming tasks

Your assignment will be assessed based on the version of “gameLogic.js” file you

submit via Moodle. Before submission check your code still works with the original

app skeleton, in case you have modified your copy of any of the other files. We will

run it with the original app skeleton and test it on your team smartphone. We will use

the same phones when marking your assignments.

Assessment criteria:

● Whether the app functionality satisfies the assignment specification

● Quality of app source code, including structure and documentation

You will be marked as a group; however, your individual marks will be subject to

peer review moderation based on CATME feedback and your assignment interview.

A detailed marking rubric is available on the unit Moodle page in the “Assignment 1”

section.

15

CATME Peer Assessment

You are expected to work together as a team on this assignment and contribute

roughly equal amounts of work. Peer assessment will be conducted via the CATME

online system. You will receive email reminders at the appropriate time.

Not completing the CATME peer assessment component may result in a score of

zero for the assignment.

Do:

● Give your teammates accurate and honest feedback for improvement

● Leave a short comment at the end of the survey to justify your rating

● If there are issues/problems, raise them with your team early

● Contact your demonstrators if the problems cannot be solved amongst

yourselves

Do NOT:

● Opt out of this process or give each person the same rating

● Make an agreement amongst your team to give the same range of mark

16

Assignment code interview

During your week 6 prac class your demonstrator will spend a few minutes

interviewing each team member to individually gauge the student's personal

understanding of your Assignment 1 code. The purpose of this is to ensure that each

member of a team has contributed to the assignment and understands the code

submitted by the team in their name.

You will be assigned a score based on your interview, and your code mark will be

penalised if you are unable to explain your team’s submission:

Score Description Penalty

No

understanding

The student has not prepared, cannot answer even

the most basic questions and likely has not even seen

the code before.

100%

Trivial

understanding

The student may have seen the code before and can

answer something partially relevant or correct to a

question but they clearly can’t engage in a serious

discussion of the code.

30%

Selective

understanding

The student gives answers that are partially correct or

can answer questions about one area correctly but

another not at all. The student has not prepared

sufficiently.

20%

Good

understanding

The student is reasonably well prepared and can

consistently provide answers that are mostly correct,

possibly with some prompting. The student may lack

confidence or speed in answering.

10%

Complete

understanding

The student has clearly prepared and understands the

code. They can answer questions correctly and

concisely with little to no prompting.

0%

17

Presentation

Students are marked individually for this assignment on their presentation skills

Assessment criteria:

● Voice is of appropriate volume, speed and enthusiasm

● Language is appropriate for a formal context and jargon is only used where

necessary (and explained if used)

● Eye contact is consistent and covers most of the audience

● Body language complements the presentation

● Explanations are clear and visual aids used appropriately

A detailed marking rubric is available on the unit Moodle page.

18

Other information

Where to get help

There will be a FAQ are added at the bottom of this document. You can also ask

questions about the assignment on the General Discussion Forum on the unit's

Moodle page. This is the preferred venue for assignment clarification-type questions.

You should check this forum (and the News forum) regularly, as the responses of the

teaching staff are “official” and can constitute amendments or additions to the

assignment specification. Before asking for a clarification, please look at the FAQ

and forum.

Plagiarism and collusion

Cheating, Plagiarism and collusion are serious academic offenses at Monash

University. Students must not share their team's work with any student outside of

their team. Students should consult the policies linked below for more information.

https://www.monash.edu/students/academic/policies/academic-integrity

https://eng.monash.edu.au/current-students/cheating-and-plagiarism.html

See also the video linked on the Moodle page under the Assignment block.

Students involved in collusion or plagiarism will be subject to disciplinary penalties,

which can include:

● The work not being assessed

● A zero grade for the unit

● Suspension from the University

● Exclusion from the University

You are required to reference code that has been obtained or provided by other

sources (i.e. online), including formulas for calculating. This should be done within a

comment above the code.

Late submissions

We do not grant extensions on the assignment unless the majority of a team has

been affected substantially over the period of the assignment by factors out of your

control, as outlined in the special consideration form.

Such special consideration applications should be made to the unit email address

with a completed form and supporting documentation within two business days of the

assignment deadline for each affected member.

http://www.monash.edu/exams/changes/special-consideration

19

Without an approved extension, late submissions are not accepted.

Unavailable team members

If team members are missing on the day of the presentation, the remaining members

should proceed without them. Missing team members will receive a mark of zero

unless they are granted special consideration. Such special consideration

applications should be made to the unit email address with a completed form and

supporting documentation within two business days of the presentation date.

http://www.monash.edu/exams/changes/special-consideration

You must also inform your team members if you will be absent on the day of the

presentation.

20

Frequently asked questions

1. How do I start this assignment? I'm confused!

Begin by reading the 'what you are provided with' and 'features' in the

instructions. The background reading provides some information on how to do

the different steps themselves.

2. There is something in the instructions I don't understand.

Read #1, then ask us on the forums or in-person what you don't understand.

We are happy to assist.

3. Will the assignment app work on an iPhone? Can I use my own Android

phone?

No. You're welcome to use your own Android device for testing but there are

caveats - the device orientation sensor api has to be implemented differently

depending on the device, platform and browser version you're using.

4. Can we use global variables?

Yes you can. Remember to declare them using let instead of var. HOWEVER,

your team should think about the minimum scope required, so don't have

everything global because you will lose marks. If your variable only needs to

be accessed by one function, put it in that function instead.

5. How do I debug on the phone?

Plug in your phone via usb to the PC/Laptop with Google chrome browser

installed.

You can go to developer options -> enable usb debugging.

Then in Chrome, go to F12 (developer tools) -> Sources -> ? -> more

tools -> Remote devices -> (Accept the debugging notice on your phone) ->

'inspect' the correct tab open in chrome on the phone. The debugger here

would basically be the same as the debugger on your regular browser tabs

while the phone is connected.

6. I need help!

Come to the regular during-hours help desk sessions, post on the forums for

help, or ask your friendly teacher in class.


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