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SpookyMansion and other Interactive Fiction to explore Graphs.
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CSC212 SpookyMansion

SpookyMansion and other Interactive Fiction to explore using and understanding Graphs.

Learning Objectives

The learning objectives of this assignment are:

  • To practice using Maps with Java.
  • To gain an understanding of Graphs.
You are in the grand entrance hall of a large building.
The front door is locked. How did you get here?
 [0] There are stairs leading down.
 [1] There are stairs leading up.
 [2] There is a red door.
> 1
Something rustles in the rafters as you enter the attic. Creepy.
It's big up here.
 [0] There are stairs leading down.
 [1] There is more through an archway

Lab Challenges

(Lab) Play SpookyMansion and Draw a "graph" for yourself

  • Import the starter code. (Don't forget the Maven step).
  • Play SpookyMansion, and sketch out the "game" on paper.
  • Finish the game by finding the "Crypt" place.
  • Include a scan (or clear cellphone photo) of your graph in your writeup.

(Lab) Get a handle on the SpookyMansion Code

  • Add an Exit from the secretRoom to the basement (but not in the other direction).
  • Make the very long hallway even longer.
  • Modify the very long hallway messages to include a number scratched on the wall, so that players can tell how far they've come.
  • Add another room in the Attic.
  • Add another room off of the Basement.
  • Note on your "map" the changes you've made to the game's "Graph".

(Lab) Get a sense of the InteractiveFiction Code

  • Find the code in InteractiveFiction that handles quitting the game.
  • Allow users to quit with the word "escape" or just the letter "q". (They will still need to press enter).


Remember that SpookyMansion will be due Due Date: February 21, 2018.

Remember that we will have a new assignment opening on that day, so don't save it until the last minute!

Rubric and Reflection (=15)

You must include a PDF file in your submission that identifies the grade you expect on this assignment based on what you completed.

In addition, you will write 10 statements of either:

  • Accomplishments: things that you understand much better now.
  • Challenges: things that you are still working on understanding.

I will provide direct feedback to your writing.

Program Compiles (=15)

This includes that your code should be professional.

  • Try to proofread your work like an essay!
  • Find all your println("stuff") statements and remove them, etc.
  • Your code looks intentional: don't just fiddle with it until it works. Reason about it! Sketch out the python by hand and then try translating to Java.
  • Delete commented out code or experiments that don't work out. Make your submission as small as it needs to be.
  • Your code is your own. Respect the honor code.
  • Working with others or helping them debug is acceptable - use your best judgment! Make sure that you know what you're working on.
  • Have comments explaining tricky code!

Commenting Code (only negative points here...)

  • Any methods or class-level variables left without a Javadoc comment (/** */) will result in the loss of a point.
  • Have comments explaining tricky code! (My video has my voice as a comment, so try to comment code you found tricky in it).

Optional Suggested Challenges

Implement Your Own Game (=16+?)

Consider FordHall, or the Valentine's Challenge.

  • (4) Must have at least 8 Places.
  • (4) Must have at least 8 functional Exits.
  • (4) Must have a terminal place (a way to win the game).
  • (4) Have some one-way paths (the staircase collapses behind you)
  • Be creative?

Implement SecretExit (=24)

  • (4) Create a class SecretExit that extends Exit.
  • (4) Put a method called "boolean isSecret()" on Exit that works for both classes. Exits are never secret, but SecretExits are until you search for them.
  • (4) SecretExit should have a private boolean hidden, that starts off as true.
  • (4) Make it so SecretExits are not printed to the user (in InteractiveFiction) when hidden. Change Place.getVisibleExits() to return only the exits that are not secret.
  • (4) When a user types search, if there is a SecretExit in the room they are currently in, it should be made visible to them. Make a void search() method on Exit and SecretExit that does nothing to Exit but reveals the SecretExit.
  • (4) Put a SecretExit from the basement to the secretRoom in SpookyMansion, so that the dumbwaiter is not the only solution to the game. OR put a SecretExit in your custom game.

Implement Keys and LockedExit (=32 or 24 if you also do SecretExit)

  • (4) Place must have a method that returns a list of items in a location (maybe just List<String>; don't need an item class)
  • (4) There must be an action to take an item.
  • (4) Items are part of the description until they are taken from a Place. See the getDescription method. It might be easier to create a new void printDescription()
  • (4) The player can no longer be represented by just a location. They need to know what key(s) if any they have.
  • (4) Make a stuff command that prints out the users items or "You have nothing."
  • (4 or 20) Implement a LockedExit that can only be chosen with the appropriate Key.

Create a time system in your game. (=16)

  • (8) Create a class GameTime, that has an int hour as state, ranging from 0 to 23 (inclusive). Implement int getHour() and void increaseHour() and print out the hour like a 12 or 24-hour watch.
  • (4) Extend the game's concept of a player with a current time. Increment the hour every time the player moves. Print out the current time after a room description.
  • (4) Tell the player how many hours they spent in your game upon Game-Over. (Not the current time, so you'll need a new int on your GameTime class).

Implement Different Place Descriptions for Day and Night (=20)

  • (4) Make an action rest that advances the game 2 hours so that you can test your descriptions.
  • (4) Implement a boolean method called isNightTime()
  • (4) Add GameTime as a parameter to the getDescription method on Place (maybe printDescription now).
  • (8) Create some places with descriptions based whether GameTime isNightTime() -- maybe specific Places need to be subclasses with their own custom printDescription!

Implement NightExit and DayExit that are only available at a particular time. (=12)

  • (12) Challenge: I'm not breaking this down, shares some work with SecretExit.

Implement a new game with some other tool or switch or idea (=?)

  • Check with me to make sure it's not too hard :)
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