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Linked Lists, Dynamic Memory Allocation, Matrices, File I/O

PROGRAMMMING
ASSIGNMENT 2
BBM203 Software Practicum I 

Programming Assignment 2 
Topics: Linked Lists, Dynamic Memory Allocation, Matrices, File I/O
Programming Language: C++11 - You MUST USE this starter code

BlockFall
The Next Viral Block-Dropping Row-Popping Game for the Masses
Welcome to the intriguing challenge of BlockFall, where your understanding of data structures and
dynamic memory allocation will be put to the test! This task invites you to delve into a game environment
filled with falling blocks, requiring strategic maneuvering. As promising programmers, your mission is to
create order within the continuous flow of descending blocks, using the powerful tools of linked list data
structures and dynamic memory allocation in C++. Representing HUBBM and HUAIN, prestigious
computer engineering programs, you are entrusted with the development of BlockFall destined to be the
latest sensation in block-matching games. Hone your coding prowess, confront the forthcoming obstacles,
and embark on this instructive adventure.
BlockFall is a console-based tile-matching video game, drawing inspiration from the classic Tetris. The
game unfolds within a rectangular playfield, termed the “grid”, composed of “cells” with customizable dimensions. Players are tasked with strategically positioning the cascading “blocks” from the screen’s upper
left, aiming to create complete horizontal lines devoid of spaces. Players can shift “blocks” horizontally or
rotate them 90° either clockwise (right) or counterclockwise (left) before they are dropped. Completing a
“row” causes it to vanish, prompting any overhead blocks to fall. BlockFall includes a range of features
such as a scoring mechanism, power-ups, a leaderboard, and two gameplay modes. These encompass
a default mode, mirroring traditional Tetris, and a gravity mode where “cells” within the “blocks” can
break apart and tumble down, simplifying the scoring process. This assignment provides a comprehensive
exercise in C++ programming, covering file I/O, class design, dynamic memory allocation, and a number
of data structures, specifically focusing on multilevel linked lists. It is expected that by the end of this
assignment, students will have a better understanding of these concepts and hands-on experience in their
application.
The success of the BlockFall game lies in your hands - are you up to the challenge?
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
1 Reading the Input Data and Initializing the Game
In this section, we outline game initialization via provided inputs. Pay close attention to dynamic memory
allocation requirements, as they are crucial for full credit.
1.1 Input Files and Command Line Arguments
An input file containing details about the game grid, structured as a 2D rows×cols
matrix, will be supplied in DAT format via the first command line argument. Your
task is to parse this file within your program to set up the game grid within the
BlockFall class. The content of a sample input file given as grid.dat with 10
rows and 10 columns is illustrated on the right.
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 The input file, in DAT format and supplied as the second command line argument,
contains the game’s blocks represented as 2D height×width matrices within square
brackets [ ]. Your program should use this file to generate a linked list of game blocks
in the BlockFall class. An excerpt from an example file, blocks.dat, is displayed
on the right. Blocks are placed in order they are meant to appear in-game, top to
bottom, in their initial, unrotated state. The last shape represents the powerup, which shouldn’t be added to the block list, but kept in the power_up
member variable of the class BlockFall. It is crucial to recognize that the height
and width of individual blocks may vary, necessitating dynamic memory allocation
for blocks and their rotations. A representation of the blocks from this sample input
is provided below:
[101
111]
[010
111
010]
[01
10]
[101
111
101]
The input file containing the game’s commands, represented as strings, will be supplied in DAT format as the third command line argument. Your program is tasked
with interpreting this file’s contents to facilitate gameplay, an operation to be implemented within the GameController class. An excerpt from a typical input file,
named commands.dat, is displayed to the right for reference.
ROTATE_LEFT
ROTATE_RIGHT
MOVE_RIGHT
MOVE_LEFT
GRAVITY_SWITCH
DROP
The fourth command line argument sets the initial state of the gravity mode to either ON or OFF,
accepting values of GRAVITY_ON or GRAVITY_OFF. The fifth command line argument designates the
filename of a text file where the leaderboard data is stored (further details will follow in the subsequent
sections of the assignment instructions). Lastly, the sixth command line argument determines the current
player’s name for leaderboard identification purposes.
1.2 Initializing the Block List
In the game, blocks will be represented as nodes in a multilevel linked
list. Upon reading the sequential game blocks from the corresponding input
file, your first step is to identify the upcoming block’s shape, instantiate it,
and then integrate it into the game’s linked list of blocks. This integration is
achieved by accurately assigning the next_block pointer of the list’s preceding block. Furthermore, you’re required to compute all possible rotations of
the block, cataloging them within a circular doubly linked list. Crucially, the shape of each block should
be represented as a dynamically expandable 2D matrix due to the indeterminate nature of the shape’s
dimensions prior to initialization.
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
Each block’s right_rotation pointer should allow sequential access to its clockwise rotations, looping
back in a circular fashion. Analogously, the left_rotation pointer should enable consecutive access to
its counter-clockwise rotations, also in a circular pattern. It is imperative to note that both the original
block and each of its rotations must consistently point to the default (unrotated) state of the subsequent
incoming block via the next_block pointer variable.
1.3 Initializing the Grid
The game grid should be managed as a dynamically
sized 2D integer matrix, where zeroes (0’s) represent empty cells and ones (1’s) denote occupied cells.
The initial grid may be pre-populated. You may assume that the grid’s minimum dimensions will equate
to those of the largest block in play. Within the input
file, digits are divided by a single space, and each row
concludes with a newline character.
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 1 1 0 0 0 0
0 0 1 0 1 1 0 1 0 0
0 0 0 1 1 1 1 0 0 0
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
2 Key Functionalities to Be Implemented
In this section, we cover gameplay rules and essential functionalities for implementation. Close adherence
to dynamic memory allocation requirements is crucial for full credit.
2.1 Reading and Processing Commands
BlockFall features seven commands that will be listed in the corresponding input file, each on a new line,
without spaces. Commands must be interpreted dynamically and immediately as they are encountered,
not stored in memory, mimicking real-time gameplay conditions. The commands are as follows:
• PRINT_GRID : Print the current state of the grid.
• ROTATE_RIGHT : Rotate the active block to the right (clockwise), if possible.
• ROTATE_LEFT : Rotate the active block to the left (counterclockwise), if possible.
• MOVE_RIGHT : Move the active block one space to the right, if possible.
• MOVE_LEFT : Move the active block one space to the left, if possible.
• DROP : Drop the active block, handling power-ups, clearing full rows, and gaining points.
• GRAVITY_SWITCH : Toggle gravity mode.
Unknown commands are handled with printing an error message, but processing continues with the next command. See an example on the right. Unknown command: GIMME_POINTS
2.2 Game Rules
While this game draws inspiration from the classic Tetris, it diverges delicately in its ruleset. As such, it
is crucial to meticulously review the game rules and execute the assignment tasks, paying close attention
to each key requirement and detail outlined.
2.2.1 Block Movements and Collision Detection
An incoming active block initiates entry into the game grid
from the top-left corner, meaning the upper leftmost “cell” of
the block aligns with the top-left “cell” of the grid.
The game should continuously monitor for any collisions between the active block and occupied spaces on the grid. If a
collision occurs during a movement or rotation attempt, the
respective action is nullified (not performed). Moreover, if a
collision happens as a new block makes its entry, it signifies
the end of the game.
Collisions when trying to enter the grid: If any cell necessary to accommodate an incoming block on the game grid is already filled by a previously
settled block, the new block will be prevented from entering, signaling the
end of the game.
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
Collisions when trying to move left or right on the grid: Blocks are permitted to shift left or right
by one cell, provided there are no obstructions. Upon reaching the grid’s edge, further lateral movement
in that direction becomes impossible, although reversal is an option. Despite any issued command, the
block should remain stationary under such circumstances.
Occasionally, a block’s movement may be prevented before it reaches the grid’s edge. If an occupied cell
obstructs its path, the block must remain stationary, regardless of movement commands received.
Collisions when trying to rotate left or right: When rotating a block, it’s crucial to maintain the
position of the block’s top leftmost cell on the grid. This means that if you have a block of size n × m,
and its top leftmost cell is positioned at the grid[i][j], then after rotation, which will produce a block of
size m × n, the top leftmost cell of the newly rotated block must also be located at grid[i][j].
This means that in some cases rotation will not be possible. The first case occurs when the rotation of
the block cannot fit inside the grid:
The rotation in the example above is prohibited because it would result
in the block overflowing beyond the grid’s boundary. This restriction
adheres to the rule that mandates the block’s top leftmost cell to retain
its position on the grid during rotation.
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
The second case occurs when an already occupied cell is preventing the rotation, in which case, the block
should also not be allowed to rotate.
Horizontal movements and rotations are permissible only at the top of the grid on the active block,
prior to its descent. Once the block is dropped, the block is immovable and unrotatable, continuing its
fall until it lands on the grid’s base or atop previous blocks, where gravity mode significantly influences
gameplay.
Dropping a block: With GRAVITY_OFF, the block will drop intact as far as possible (without breaking
to pieces), halting upon encountering any occupied cell, preserving its structural integrity. The presence
of even a single occupied cell is sufficient to halt the block’s downward trajectory.
Conversely, when the gravity mode is set to GRAVITY_ON, the block interacts differently with the grid and
other blocks. In this mode, each individual cell within the block obeys the law of gravity independently.
If the block collides with previously settled blocks or the bottom of the grid, any unobstructed individual
cells within the block will continue to fall until they are stopped by another occupied cell or reach the
bottom. This means that the original block may break apart during the fall, allowing spaces to be filled
more efficiently, potentially leading to more dynamic gameplay strategies. You need to consider how the
block’s structure will be affected during the fall and plan the cells’ placement accordingly.
Printing the Grid: The PRINT_GRID command first prints
the player’s current score, followed by the all-time high score. If
the all-time high score has not been set yet (indicating a firsttime play) or if the player’s current score exceeds the existing
record at any point in the game, then the player’s score should
be recorded and displayed as the new all-time high. Subsequently, the grid itself must be printed row-by-row, taking into
account the overlay of the presently active block and any other
occupied cells. The currently active block must be superimposed (shown) on the grid, considering its current rotation and
position on the X-axis (determined as the result of any previous
MOVE_LEFT or MOVE_RIGHT commands). An example output of the PRINT_GRID command is illustrated on the right.
⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
Score: 70
High Score: 1837
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
2.2.2 Clearance and Scoring
When a block is dropped, the game should first check for and clear any power-ups, and then, it should
check for and clear fully filled rows, awarding points based on the performed action(s). It is not necessary
to check for power-ups after clearing the rows. The scoring guidelines are detailed in the table below.
Action Score Impact
Block Drop The score increases by an amount equal to the number of occupied cells in the block
multiplied by the distance it falls.
Power-up Detected Upon detection, the grid is instantly cleared, awarding 1000 bonus points plus an
additional point for each occupied cell on the grid that is being cleared.
Clearing Rows The score increases by an amount equal to the number of columns in the grid multiplied
by the number of rows cleared.
The figures below illustrate various scoring scenarios. The first figure showcases the scoring for a block
drop: a block comprising four occupied cells descends five rows, resulting in a total addition of 20 points
to the score.

Score: 0 Score: 20
High Score: 1837 High Score: 1837
0 ⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛ 0 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
1 ⬛⬛⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛ 1 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
2 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 2 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
3 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 3 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
4 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 4 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
5 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 5 ⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛
6 ⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 6 ⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛
Score: 70
High Score: 1837
⬛⬛⬛⬛⬛⬛⬜⬛⬜⬛
⬛⬛⬛⬛⬛⬜⬜⬜⬜⬜
⬛⬛⬛⬛⬛⬜⬜⬜⬜⬜
⬛⬛⬛⬛⬛⬛⬜⬜⬜⬛
⬛⬛⬛⬛⬛⬛⬛⬜⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
5 rows
of drop
distance
4 occupied
cells in
the shape
5 rows
of drop
distance
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Score: 1175
High Score: 1837
Score =
Previous Score +
Powerup Bonus +
Drop score of the powerup +
Cells occupied in the grid after drop(70)
(1000)
(5 * 16)
(25)
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛Score: 0
High Score: 1837
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛Score: 30
High Score: 1837
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛Before clearing:
In BlockFall, power-ups allow players to boost their scores more quickly. One notable power-up shape
is the game’s iconic 5 × 5 heart shape, though other shapes can serve as power-ups too. The
specific power-up shape for each game session is determined by the last block shape listed in
the blocks DAT input file given as the second command line argument. If players manage to form
the given shape on the grid using fallen blocks, they earn a bonus of 1000 points. Furthermore, the
grid is immediately cleared, and players get an additional point for each occupied cell removed, adding
to their bonus. For the power-up to activate, the shape on the grid must be distinctly recognizable. This
means, while the shape can touch other occupied cells, to trigger the power-up, every cell of the shape
must match its status on the grid: if a cell is empty in the shape, it must also be empty on the grid, and
vice versa.
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬜⬛⬜⬛⬛⬛⬛⬛
⬛⬜⬜⬜⬜⬜⬛⬛⬛⬛
⬛⬜⬜⬜⬜⬜⬛⬛⬛⬛
⬛⬛⬜⬜⬜⬛⬛⬛⬛⬛
⬛⬛⬛⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
Before clearing:
⬛⬛⬜⬛⬜⬛⬛⬛⬛⬛
⬛⬜⬜⬜⬜⬜⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬜⬜⬜⬜⬜⬛⬛⬛⬛
⬛⬛⬜⬜⬜⬛⬛⬛⬛⬛
⬛⬛⬛⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
Score: 36
High Score: 1837
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Score: 1075
High Score: 1837
2 rows
of drop
distance
⬛⬜⬜⬜⬜⬜⬛⬛⬛⬛
⬛⬛⬜⬜⬜⬛⬛⬛⬛⬛
⬛⬛⬛⬜⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
Score: 0
High Score: 1837
4 rows
of drop
distance
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
Another example of power-up shape being recognized on the grid is given below. In this example, the
power-up is again the game’s iconic heart shape.
Before clearing:
Score: 1129
High Score: 1837
Score: 0
High Score: 1837
2 rows
of drop
distance
⬜⬜⬜⬜⬜⬜⬜⬛⬛⬛
⬜⬛⬜⬛⬜⬛⬜⬛⬛⬛
⬜⬜⬜⬜⬜⬜⬜⬛⬛⬛
⬜⬜⬜⬜⬜⬜⬜⬛⬛⬛
⬜⬛⬜⬜⬜⬛⬜⬛⬛⬛
⬜⬛⬛⬜⬛⬛⬜⬛⬛⬛
⬜⬜⬜⬜⬜⬜⬜⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬜⬜⬜⬛⬛⬛
⬜⬛⬜⬛⬜⬛⬜⬛⬛⬛
⬜⬜⬜⬜⬜⬜⬜⬛⬛⬛
⬜⬜⬜⬜⬜⬜⬜⬛⬛⬛
⬜⬛⬜⬜⬜⬛⬜⬛⬛⬛
⬜⬛⬛⬜⬛⬛⬜⬛⬛⬛
⬜⬜⬜⬜⬜⬜⬜⬛⬛⬛
⬜⬜⬜⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
After checking for power-ups and finding none, the game should then scan the grid for any completed
rows. When players complete one or more rows on the grid, these rows are cleared, allowing the remaining
unfilled rows to shift downwards. Players are then awarded bonus points, specifically, one additional point
per cleared row, multiplied by the total number of columns in the grid. After clearing the completed
rows, the game won’t recheck for power-ups. You can assume this scenario won’t arise. Your program
must also print Before clearing: message and the current grid state below it before clearing
the rows to STDOUT.

Score: 0 Score: 20
High Score: 1837 High Score: 1837
0 ⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛ 0 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
1 ⬛⬛⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛ 1 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
2 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 2 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
3 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 3 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
4 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 4 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
5 ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 5 ⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛
6 ⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ 6 ⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛
Score: 70
High Score: 1837 ⬛⬛⬛⬛⬛⬛⬜⬛⬜⬛
⬛⬛⬛⬛⬛⬜⬜⬜⬜⬜
⬛⬛⬛⬛⬛⬜⬜⬜⬜⬜
⬛⬛⬛⬛⬛⬛⬜⬜⬜⬛
⬛⬛⬛⬛⬛⬛⬛⬜⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
5 rows
of drop
distance
4 occupied
cells in
the shape
5 rows
of drop
distance
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Score: 1175
High Score: 1837
Score =
Previous Score +
Powerup Bonus +
Drop score of the powerup +
Cells occupied in the grid after drop
(70)
(1000)
(5 * 16)
(25)
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬜⬜⬜⬜⬜⬜⬜⬜
⬛⬛⬛⬛⬛⬜⬛⬜⬜⬛
⬛⬛⬜⬜⬜⬜⬜⬜⬜⬜
⬛⬛⬛⬛⬜⬛⬛⬜⬜⬛
Score: 0
High Score: 1837
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬛⬛⬛⬛⬜⬛⬜⬜⬛
⬛⬜⬛⬛⬜⬛⬛⬜⬜⬛
Score: 56
High Score: 1837
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜
⬜⬛⬛⬛⬛⬜⬛⬜⬜⬛
⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜
⬛⬜⬛⬛⬜⬛⬛⬜⬜⬛
Before clearing:
2.2.3 Leaderboard
The game features a leaderboard that holds up to 10 high score entries, with each entry comprising a
score, timestamp (acquired by time(nullptr) upon entry creation), and player name. Prior to each game
session, the system should try to load the leaderboard from an existing file given as the fifth command line
argument, if available. However, this file may not be present during an initial run, indicating an absence
of high scores. Once a game session concludes, regardless of the reason for which the game has ended, the
leaderboard needs to be refreshed to reflect the latest scores and then saved back to the same leaderboard
file. This leaderboard retains a maximum of 10 top scores across all sessions and must be consistently
sorted in descending order based on scores. It’s important to note that there may be instances where
fewer than ten high scores are stored. In such scenarios, avoid attempts to parse ten entries. Instead,
adopt a flexible approach to prevent memory errors.
The text file contents should be structured as follows:
<score> <timestamp> <player_name>
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
As an example:
40000 1697910655 BlockBuster
1200 1697910655 StackOverthrower
...
Moreover, the leaderboard should be printed to STDOUT in the following format:
Leaderboard
-----------
<#order>. <player_name> <score> <timestamp formatted as %H:%M:%S/%d.%m.%Y>
As an example:
Leaderboard
-----------
1. BlockBuster 40000 20:50:55/21.10.2023
2. StackOverthrower 1200 20:50:55/21.10.2023
...
The Leaderboard class has a pointer to the first (top) LeaderboardEntry named head_leaderboard_entry.
It will be NULL if there are no highscores yet. Leaderboard must be stored as a linked list of LeaderboardEntry
instances, such that each entry points to the next high score.
The leaderboard is designed to retain a maximum of ten all-time high scores, necessitating a dynamic
implementation that can efficiently manage insertions and deletions while maintaining score order. As
such, you are tasked with developing functionalities that correctly integrate new high scores into the
leaderboard. This involves dynamically allocating memory for new entries and responsibly deallocating
memory associated with those that are displaced from the top ten rankings. It’s crucial to ensure that these
operations preserve the leaderboard’s integrity and its real-time reflection of player achievements.
2.2.4 Game Over
The game progresses until it meets one or more of the following termination conditions:
• The grid can no longer accommodate incoming blocks, signaling the end of the game,
• The input file has been exhausted of commands,
• No additional blocks remain available for gameplay.
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
Gameplay concludes under circumstances where either a new block is precluded from entering the grid
due to potential collisions with existing blocks, or when the supply of blocks or commands depletes. Upon
the game’s termination, the final grid layout and score are revealed, and the leaderboard is updated to
include any newly achieved high scores. Depending on the way the game has ended, three different output
formats are expected as illustrated below.
GAME OVER!
Next block that couldn't fit:


Final grid and score:
Score: 10
High Score: 40000
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬛⬜⬛⬛⬛⬛⬛⬛⬛
Leaderboard
-----------
1. BlockBuster 40000 20:50:55/21.10.2023
2. StackOverthrower 1200 20:50:55/21.10.2023
3. DebugDropper 10 22:00:50/21.10.2023
GAME FINISHED!
No more commands.
Final grid and score:
Score: 6
High Score: 40000
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬛⬜⬛⬛⬛⬛⬛⬛⬛
Leaderboard
-----------
1. BlockBuster 40000 20:50:55/21.10.2023
2. StackOverthrower 1200 20:50:55/21.10.2023
3. DebugDropper 10 22:00:50/21.10.2023
4. LineLiberator 6 22:10:00/21.10.2023
YOU WIN!
No more blocks.
Final grid and score:
Score: 10
High Score: 40000
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛
⬜⬛⬜⬛⬛⬛⬛⬛⬛⬛
Leaderboard
-----------
1. BlockBuster 40000 20:50:55/21.10.2023
2. StackOverthrower 1200 20:50:55/21.10.2023
3. DebugDropper 10 22:00:50/21.10.2023
4. NullNinja 10 22:20:50/21.10.2023
5. LineLiberator 6 22:10:00/21.10.2023
2.3 Assignment Implementation Tasks and Requirements
In this section, we outline the classes and functions you are required to implement. As aspiring engineers,
it’s crucial to base your code on the provided starter code that offers a predetermined class structure. This
ensures code clarity, proper encapsulation, and facilitates unit testing. It’s imperative that you do not
alter the names or signatures of functions provided in the template files. Likewise, refrain from renaming
or changing the types of the specified member variables. Other than that, you’re free to introduce any
additional functions or variables as needed.
2.3.1 Block Class
This class represents a block in the game.
• Operators: == and ! =: Overload these operators to compare two blocks based on their shapes.
2.3.2 BlockFall Class
This class represents the main game logic and structure.
• Constructor:
BlockFall(string grid_file_name, string blocks_file_name, bool
gravity_mode_on, const string &leaderboard_file_name, const string
&player_name) ,→
,→
- Initialize the game with the given parameters.
• Function:
read_blocks(const string &input_file)
- Read the blocks from the input file and initialize member variables such as initial_block and
active_rotation. Make sure to also generate rotations for each block and properly set the linked
list structure of the game blocks. You should also initialize the power_up member variable as the
last block from the input file (do not add it to the linked list!)
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
• Function:
initialize_grid(const string &input_file)
- Initialize the game grid from the given input file.
• Destructor:
~BlockFall()
- Clean up any dynamically allocated memory used for storing game blocks. Do not forget to delete
the rotations.
2.3.3 GameController Class
• Function:
play(BlockFall& game, const string& commands_file)
- Implement the gameplay using commands from the provided input file.
2.3.4 LeaderboardEntry Class
This class represents a single entry in the game’s leaderboard.
• Constructor:
LeaderboardEntry(unsigned long score, time_t lastPlayed, const string
,→ &playerName)
- Initialize a leaderboard entry with the given parameters.
2.3.5 Leaderboard Class
This class manages the game’s leaderboard.
• Function:
insert_new_entry(LeaderboardEntry * new_entry)
- Insert a new leaderboard entry into the list with the head pointer head_leaderboard_entry,
ensuring the scores are in descending order. Maintain a maximum of 10 entries.
• Function:
read_from_file(const string& filename)
- Read the leaderboard from a specified file.
• Function:
write_to_file(const string& filename)
- Write the current leaderboard to a specified file conforming to the given format.
• Function:
print_leaderboard()
- Print the current leaderboard status to standard output.
• Destructor:
~Leaderboard()
- Clean up any dynamically allocated memory used for storing leaderboard entries.
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
Must-Use Starter Codes
You MUST use this starter (template) code. All headers and classes should be placed directly inside
your zip archive.
Grading Policy
• No memory leaks and errors: 10%
– No memory leaks: 5%
– No memory errors: 5%
• Implementation of the game: 80%
– Proper game grid initialization: 5%
– Correct implementation of the multilevel linked list structure for game blocks and their rotations, and related operations: 20%
– Correct implementation of the horizontal block movement 5%
– Correct implementation of block rotation: 10%
– Correct implementation of block drop: 7.5%
– Correct implementation of the gravity modes and gravity mode change: 7.5%
– Correct implementation of the scoring mechanism: 5%
– Correct implementation of the leaderboard linked list and related operations: 15%
– Proper game termination: 5%
• Output tests: 10%
Important Notes
• Do not miss the deadline: Friday, 24.11.2023 (23:59:59) .
• Save all your work until the assignment is graded.
• The assignment solution you submit must be your original, individual work. Duplicate or similar
assignments are both going to be considered as cheating.
• You can ask your questions via Piazza (https://piazza.com/hacettepe.edu.tr/fall2023/
bbm203), and you are supposed to be aware of everything discussed on Piazza.
• You must test your code via Tur3Bo Grader https://test-grader.cs.hacettepe.edu.tr/
(does not count as submission!).
• You must submit your work via https://submit.cs.hacettepe.edu.tr/ with the file hierarchy
given below:
– b<studentID>.zip
∗ Block.h <FILE>
∗ BlockFall.h <FILE>
∗ BlockFall.cpp <FILE>
∗ GameController.h <FILE>
∗ GameController.cpp <FILE>
∗ LeaderboardEntry.h <FILE>
∗ LeaderboardEntry.cpp <FILE>
∗ Leaderboard.h <FILE>
∗ Leaderboard.cpp <FILE>
• You MUST use this starter code. All classes should be placed directly in your zip archive.
• This file hierarchy must be zipped before submitted (not .rar, only .zip files are supported).
Programming Assignment 2 - Deadline: 24/11/2023 at 23:59:59
Hacettepe Computer Engineering - BBM203 Software Practicum I - Fall 2023
Run Configuration
Here is an example of how your code will be compiled (note that instead of main.cpp we will use our
test files):
$ g++ -std=c++11 main.cpp Block.h BlockFall.h BlockFall.cpp GameController.h
GameController.cpp LeaderboardEntry.h LeaderboardEntry.cpp Leaderboard.h
Leaderboard.cpp -o blockfall ,→
,→
Or, you can use the provided Makefile or CMakeLists.txt within the sample input to compile your
code:
$ make
or
$ mkdir blockfall_build
$ cmake -S . -B blockfall_build/
$ make -C blockfall_build/
After compilation, you can run the program as follows:
$ ./blockfall grid.dat blocks.dat commands.dat GRAVITY_ON leaderboard.txt
,→ BlockBuster
Academic Integrity Policy
All work on assignments must be done individually. You are encouraged to discuss the given assignments
with your classmates, but these discussions should be carried out in an abstract way. That is, discussions
related to a particular solution to a specific problem (either in actual code or in pseudocode) will not be
tolerated. In short, turning in someone else’s work (including work available on the internet), in whole
or in part, as your own will be considered as a violation of academic integrity. Please note that the
former condition also holds for the material found on the web as everything on the web has been written
by someone else.
Exclamation-circle
The submissions will be subjected to a similarity check. Any submissions that
fail the similarity check will not be graded and will be reported to the ethics
committee as a case of academic integrity violation, which may result in the
suspension of the involved students.
Bonus Challenge With Tiny Awards
The first three students who
• successfully complete the assignment (get 100 points on the Tur3Bo
Grader), and
• develop an interactive interface for their game
will be rewarded with tiny awards.
Here is our implementation in action: Gameplay Recording

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