Object Oriented Design (Pacman project)
Introduction
In this unit of work you will be investigating the way in which Object Oriented principles can be applied to the design of a Pacman-style game. The key learning outcomes are:
An awareness of the meaning, rationale and uses of the following principles:
- Classes
- Methods, attributes and encapsulation
- Inheritance
- Overriding
- Polymorphism
- Streamlining design to minimise code redundancy
Part 1 (2 hours)
What parts of the game can be represented using classes, and in what circumstances will inheritance be advantageous?
How do you go about building logic that can be re-used?
Presentation: Pacman – Object Oriented, Pt 1
External resource: Introduction to OOP Concepts
Keywords: classes, inheritance
Part 2 (1 hour)
How do you adapt the plans into functional code? (C#)
Presentation: Pacman – Object Oriented, Pt 2
Pseudocode: Pseudocode 1
Starter code: GameCharacter classes
Assessment questions: Pacman Questions 1
Preparation for next lesson: Event driven programming in Windows Forms Applications (C#) (Linking back to Unit 1)
Keywords: classes, inheritance, overriding
Additional Resources
Here is a zip of the project folder for pacman; it includes the required images as well as basic code.