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I.
Instituto de Computao
Universidade Federal de Fluminense, UFF
Niteri, Brasil
gbatista@ic.uff.br
esteban@ic.uff.br
modelling;
INTRODUCTION
II.
RELEATED WORK
522
the program that is being built by the student, may point out
problems and suggest possible solutions.
The comparison is based on behaviors of the programs.
Different behaviors between the model program and student
program produce suggestions about possible errors in the
students source code. Thus, in order to compare the behaviors
of two programs we developed a comparison algorithm
between the classes of the model program and student program,
resulting in similar classes pairs. Previously, we show how the
algorithm combined the similar classes of the two programs
[15].
III.
JPLAY
523
V.
524
VI.
RESULTS
Figure 2. Example of MyBall and Ball classes code that extend the same
Sprite super class
Figure 3. Example of classes from student program and model program that
will be combined
525
Modify the movement of the ball if the ball position at the X axis is
less than minimum limit of the game window and it is going to the
left.
Modify the movement of the ball if the ball position in the X axis is
greater than maximum limit of the game window and it is going to
the right. Consider this case the width of the ball. Example:
maximum limit - width of the ball.
Change the direction of the ball if the height of the ball in the y-axis
is less than minimum limit of the game window and it is going to the
left.
Change the direction of the ball up if the height of the ball in the yaxis is greater than maximum limit of the game window and is going
down.
Comparison of
behavior trees
Incorrect
(with the
standard
model)
Negative
False-negative
Correct
Positive
Positive
Correct
Positive
False-negative
Incorrect
(with the
standard
model)
Negative
False-negative
Correct
Positive
False-negative
Correct
Positive
False-negative
Student
Status
program
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Status
program
Incorrect
(with the
standard
model)
Incorrect
(with the
standard
model)
Incorrect
(with the
standard
model and
with
the
behavior)
Incorrect
(with the
standard
model)
Incorrect
(with the
standard
model)
Incorrect
(with the
standard
model)
Analysis according
with
the
standardization
between programs
Comparison of
behavior trees
Negative
False-negative
Negative
False-negative
Negative
Negative
Negative
False-negative
Negative
False-negative
Negative
False-negative
Please, check if you defined the movement of the bar through the
keyboard control.
[3]
[4]
[5]
Define the movement of the bar to the right through the use of the
keyboard using the KeyDown() method. Check which is, in the game
window, the maximum value of the right margin.
[6]
[7]
Increase the movement of the bar on the x axis, making the bar
moves to the right.
[8]
Define the movement of the bar to the left through the use of the
keyboard using the KeyDown() method. Check which is, in the game
window, the minimum value of the left margin.
[9]
Decrement the movement of the bar on the x axis, making the bar
move to the left.
[10]
VII. CONCLUSION
This paper presents a novel heuristic strategy based in a
analyzer that, interpreting semantically a JPlay code, guide a
student for a specific game development process. Although our
implementations and tests are related to JPlay framework, our
proposal can easily be adapted to other program patterns.
[11]
[12]
[13]
[14]
[15]
[16]
[17]
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