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Page 1
DELCLARATION
I hereby declare that the minor project work entitled “Dual” submitted for the B. tech (4-year
Course) is my original work carried out by me for partial fulfilment of the award of the degree
of the Bachelor of Technology in Computer Science and Technology. The matter embodies in
this report has not been submitted anywhere else for the award of any other degree/diploma.
Place: Hisar
Date: …. /……/……… Varun(15013089)
Page 2
Contents
 Introduction
 System Specification
 Language Overview
 System Design
 Coding & Source Code
 Screen Shots
Page 3
INTRODUCTION
Unity is a cross platform real-time engine developed by Unity Technologies first announced
and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-
exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.
The engine can be used to create both three-dimensional and two-dimensional games as well
as simulations for its many platforms. Several major versions of Unity have been released
since its launch, with the latest stable version being Unity 2018.3.12.
Unity gives users the ability to create games and interactive experiences in both 2D and 3D,
and the engine offers a primary scripting API in C#, for both the Unity editor in the form of
plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the
primary programming language used for the engine, it previously supported Boo, which was
removed in the Unity 5 release, and a version of JavaScript called UnityScript, which was
deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.
The engine has support for the following graphics
APIs: Direct3D on Windows ; OpenGL on Linux, macOS, and
Windows; ES on Android and iOS; WebGL on the web; and proprietary APIs on
the consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS
and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox
One.
Within 2D games, Unity allows importation of sprites and an advanced 2D world renderer.
For 3D games and simulations, Unity allows specification of texture compression, mipmaps,
and resolution settings for each platform that the game engine supports, and provides support
for bump mapping, reflection mapping, parallax mapping, SSAO, dynamic shadows
using shadow maps, render-to-texture and full-screen post-processing effects.
Since about 2016 Unity also offers cloud-based services to developers, these are presently:
Unity Ads, Unity Analytics, Unity Certification, Unity Cloud Build, Unity Everyplay, Unity
IAP ("In app purchase" - for the Apple and Google app stores), Unity Multiplayer, Unity
Performance Reporting, Unity Collaborate and Unity Hub.
Unity supports the creation of custom vertex, fragment (or pixel), tessellation and
compute shaders. The shaders can be written using Cg, or Microsoft's HLSL
Page 4
The Unity editor is supported on Windows and macOS, with a version of the editor available
for he Linux platform, albeit in an experimental stage,while the engine itself currently
supports building games for 29 different platforms. The platforms are listed as the
following: iOS,Android,Vista, Universal Windows
Platform, macOS, Linux, WebGL, PlayStation4, Xbox One, Google
Cardboard, SteamVR, PlayStation VR, Gear VR, Windows Mixed
Reality, Daydream, Android TV, Samsung Smart TV, tvOS, Nintendo Switch, Fire OS,
Facebook Gameroom, Apple's ARKit, Google's ARCore, and Vuforia.
Unity formerly supported seven other platforms including its own Unity Web Player. The
Unity Web Player was a browser plugin that was only supported on Windows and macOS
via Chrome, Internet Explorer 11, and Firefox, however it was deprecated in favor
of WebGL. Since version 5, Unity has been offering its WebGL bundle compiled to
JavaScript using a 2-stage language translator (C# to C++ and finally to JavaScript).
Page 5
SYSTEM SPECIFICATIONS
HARDWARE DESCRIPTION
The selection of hardware is very important in the existence and proper working of
any software. When selecting hardware, the size and requirements are also important.
Minimum Requirements:
Processor : Intel core i3 3rd
Gen
RAM : 2GB
Hard Disk Drive : 100GB
The proposed System is developed on:
Processor : INTEL core i5 6th
Gen
RAM : 8GB
Hard Disk Drive : 1TB
Display Adapter : Trident Super VGA
SOFTWARE DESCRIPTION
Operating System : Windows 10 HOME
Front- End : UNITY GAME ENGINE
Back- End : C#, Dot Net Platform, Unity Game Engine
Project will be done on Unity Game Engine and Editor with C# 7.0 as back end.
Microsoft .NET is software that connects information, people, systems and devices. It spans
clients, servers and developer tools and consists of:
 The .NET Framework programming model that enables developers to build
Web-based applications which expose their functionality programmatically
over a network using standard protocols such as SOAP and HTTP.
Page 6
 Developer tools such as Microsoft Visual Studio .NET, which provide a rapid
application integrated development environment for programming with the
.NET Framework.
 A set of servers including Microsoft Windows 2000, Microsoft SQL, Server
and Microsoft BizTalk Server that integrates, runs, operates and manages XML
Web services and applications.
 Client software such as Windows XP, Windows CE and Microsoft Office XP
that helps developers deliver a deep and compelling user experience across a
family of devices and existing products.
The .NET Framework is the programming model of the .NET environment for building,
deploying and running Web- based applications, smart client applications and XML Web
services. It manages much of the plumbing, enabling developers to focus on writing the
business logic code for their applications. The .NET Framework includes the common
language runtime and class libraries.
Page 7
OVERVIEW OF THE LANGUAGE USED
MICROSOFT VISUAL STUDIO
Microsoft Visual Studio is Microsoft’s flagship software development product for
computer programmers. It centers on an integrated distribution environment which has
programmers create stand alone, and web services that run on any platforms supported by
Microsoft’s .Net Framework (for all versions after 6). Supported platforms include Microsoft
windows, servers and workstations, Pocket PC, Smart Phones and World Wide Web browsers
not the Java Virtual Machine that all other java tools target.
VISUAL STUDIO 2017
The most important language added in this version was the introduction of generics,
which are similar in many aspects to C++ templates. This potentially increases the number of
bugs caught at compile- time instead of run- time by encouraging the use of strict type checking
in areas where it was not possible before, C++ also got a similar upgrade with the addition of
C++/CLI which is slated to replace the use of Managed C++. Other new features of Visual
Studio 2017 include the “Development Designer” which allows application designs to be
validated before deployments, an improved environment for web publishing when combined
with ASP.NET 4.5 and load testing to see application performance under various sorts of user
loads. Visual Studio 2017 also added extensive 64- bit support. While the development
environment itself only available as a 32- bit application, visual C++ 2017 supports compiling
for (x64AMD64 and EM64T) as well as IA- 64 (Itanium). The platforms SDK include 64- bit
and 64-bit versions of the libraries.
OVERVIEW OF THE .NET FRAME WORK
The .NET framework is a new computing platform that simplifies application development in
the highly distributed environment of the internet. The .NET framework is designed to fulfill
following objectives:
 To provide a consistent object oriented programming environment whether object code
is stored and executed locally but internet- distributed or executed remotely.
Page 8
 To provide a code execution environment that minimizes software deployment and
versioning conflicts.
 To provide a code execution environment that guarantees safe execution of code,
including code created by an unknown or semi trusted third party.
 To provide a code execution environment that eliminates the performance problem of
scripted or interpreted environments.
 To make the developer experience consistent across widely types of application, such
as windows based applications and web based applications.
 To build all communication on industry standards to ensure that code based on the
.NET framework can integrate with any other code.
The .NET framework has two main components: the common language runtime and
the .Net framework class library. The common language runtime is the foundation of the .NET
framework. You can think of the runtime as an agent that manages code at execution time, and
remoting while also enforcing strict type safely and other forms of code accuracy that ensure
security and robustness in fact the concept of code management is a fundamental principle of
the runtime.
We can use the .NET framework to develop the following types of application and services:
 Console applications
 Window GUI application (Windows Forms) ASP.NET applications
 XML Web services
 Windows services
ASP.NET
ASP.NET is a set of Microsoft.NET framework technologies used for building web
applications and XML Web services. ASP.NET page execute on the server and generate
markup such as HTML, WML or XML that is sent to a desktop or mobile browser. ASP.NET
pages use a compiled, event-driven programming model that improves performance and
enables the separation of application logic and user interface. Both ASP.NET pages and
ASP.NET web services files contain server-side (as opposed to client side logic) written in
Visual basic .NET, C#.NET or any .NET compatible language, Web applications and XML
Page 9
Web Services take advantage of the features of the common language runtime, such as type
safety, inheritance, language, interoperability, versioning, and integrated security.
Page 10
SYSTEM DESIGN
The most creative and challenging face of the system development is System Design.
It provides the understanding and procedural details necessary for implementing the system
recommended in the feasibility study. Design goes through the logical and physical stages of
development.
In designing a new system, the system analyst must have a clear understanding of the
objectives, which the design is aiming to fulfill. The first step is to determine how the output
is to be produced and in what format. Second, input data and master files have to be designed
to meet the requirements of the proposed output. The operational phases are handled through
program construction and testing.
Design of a system can be defined as a process of applying various techniques and
principles for the purpose of defining a device, a process or a system in sufficient detail to
permit its physical realization. Thus system design is a solution to “how to” approach to the
creation of a new system. Thus important phase provides the understanding and the procedural
details necessary for implementing the system recommended in the feasibility study. The
design step provides a data design, architectural design, and a procedural design.
CONTEXT DIAGRAM
 Play
 Options
o Adjust Volume
o Back
 Quit
 Your Score
 Pause
o Resume
o Quit
Main Menu
Main Game
Page 11
CODING
First phase of implementation is coding. Coding can be done in two ways. One by
automatic program code and other by programmer’s manually written code. A code generator
is a suite of programs that matches the input to an appropriate code template and from these
produces modules of code. The code is made simple in such a way that another programmer
can easily understand and work on that in future. The crucial phase in the system development
life cycle is the successful implementation of the new system design. The process of converting
as new or revised system into an operational one is known as system implementation. This
includes all those activities that take place to convert from an old system to a new system. The
system can be implemented only after a through testing is done and if it is found to work
according to the specifications. The most crucial stage in achieving a new successful system
and giving confident on the new system for the users is that it will work effectively and
efficiently. If involves careful planning, investigation of the current system and its constraints
on implementation, design of methods to achieve the changeover.
SOURCE CODE
BackGroundRepeat.CS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BackGroundRepeat : MonoBehaviour
{
public float speed = 0.5f ;
Renderer rend;
void Start()
{
rend = GetComponent< Renderer> ();
}
void Update()
{
Vector2 offset = new Vector2(0, Time.time * speed);
Page 12
rend.material.mainTextureOffset = offset;
}
}
BGMusic.CS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BGMusic : MonoBehaviour
{
public AudioSource BgMusic;
// Start is called before the first frame update
void Start()
{ }
// Update is called once per frame
void Update()
{ }
}
ENDMusic.CS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EndMusic : MonoBehaviour
{ public AudioSource EMusic;
// Start is called before the first frame update
void Start()
{ }
// Update is called once per frame
void Update()
{ }
}
Page 13
Enemy.CS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
public float speed=10f;
void Start()
{ }
void Update()
{
transform.Translate(new Vector3(0,-1,0)*speed*Time.deltaTime);
}
void OnBecameInvisible()
{ Destroy(gameObject);
}
}
LeftPlayer.CS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LeftPlayer : MonoBehaviour
{
private Vector2 targetPos;
public float speed;
public UIMngr ui;
public void Start()
{
targetPos = transform.position;
}
private void Update()
{ if(ui.gameOver==true)
Destroy(gameObject);
Page 14
if (Input.GetKeyDown(KeyCode.A))
{ if (transform.position.x == -4.1f)
targetPos = new Vector2(-0.6f, transform.position.y);
else if (transform.position.x == -0.6f)
targetPos = new Vector2(-4.1f, transform.position.y);
}
transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);
}
void OnCollisionEnter2D(Collision2D col)
{
if (col.gameObject.tag == "Enemy")
{
Destroy(gameObject);
ui.GOverActive();
ui.GameOverMenu();
}
}
}
MenuUIManager.CS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MenuUIMngr : MonoBehaviour
{
public void PlayGame()
{ if(Time.timeScale==0)
{ Time.timeScale=1;}
SceneManager.LoadScene(1);
//SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1);
}
public void QuitGame()
{ Debug.Log("Game Quitted !!");
Page 15
Application.Quit();
}
}
RightPlayer.CS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RightPlayer : MonoBehaviour
{
private Vector2 targetPos;
public float speed=0.5f;
public UIMngr ui;
public void Start()
{
targetPos = transform.position;
}
private void Update()
{ if(ui.gameOver==true)
Destroy(gameObject);
if (Input.GetKeyDown(KeyCode.K))
{
if (transform.position.x == 4.1f)
targetPos = new Vector2(0.6f, transform.position.y);
else if (transform.position.x == 0.6f)
targetPos = new Vector2(4.1f, transform.position.y);
}
transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);
}
void OnCollisionEnter2D(Collision2D col)
{
if (col.gameObject.tag == "Enemy")
{ Destroy (gameObject);
ui.GOverActive();
Page 16
ui.GameOverMenu();
}
}
}
SpawnEnemy.CS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnEnemy : MonoBehaviour
{
public GameObject[] enemy;
int enemyNoLeft;
int enemyNoRight;
public float maxPos = 4.1f;
float timer;
public float delayTimer = 0.5f;
float choiceLeft;
float choiceRight;
void Start()
{
timer = delayTimer;
}
void Update()
{ timer-=Time.deltaTime;
Vector3 enemyPosLeft;
Vector3 enemyPosRight;
choiceLeft=Random.Range(-4.1f,-0.6f);
choiceRight=Random.Range(0.6f,4.1f);
if(timer <=0)
{ if(choiceLeft <=-2.2f)
enemyPosLeft = new Vector3(-4.1f,transform.position.y,transform.position.z);
else
enemyPosLeft = new Vector3(-0.6f,transform.position.y,transform.position.z);
Page 17
if(choiceRight >=2.2f)
enemyPosRight = new Vector3(4.1f,transform.position.y,transform.position.z);
else
enemyPosRight = new Vector3(0.6f,transform.position.y,transform.position.z);
enemyNoLeft=Random.Range(0,5);
enemyNoRight=Random.Range(0,5);
Instantiate(enemy[enemyNoLeft], enemyPosLeft,transform.rotation);
Instantiate(enemy[enemyNoRight], enemyPosRight,transform.rotation);
timer=delayTimer;
}
}
}
UIMngr.CS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class UIMngr : MonoBehaviour
{ public Text scoreText;
int ScoreBox;
public bool gameOver;
public GameObject PauseMenuVisible;
public GameObject GameOverMenuVisible;
public BGMusic GamePlayMusic;
public EndMusic GameOverMusic;
void Start()
{ ScoreBox=0;
gameOver=false;
InvokeRepeating("scoreUpdate",1f,0.5f);
}
void Update()
{
scoreText.text = "Your Score " + ScoreBox;
Page 18
if (Input.GetKeyDown(KeyCode.Space))
Pause();
}
void Awake()
{ GamePlayMusic.BgMusic.Play();
}
void scoreUpdate()
{ if(!gameOver)
{ScoreBox += 1; }
}
public void GOverActive()
{ gameOver =true;
//Time.timeScale =0;
}
public void Quit()
{ Application.Quit();
Debug.Log("Game Quitted");
}
public void LoadMenu()
{ //SceneManager.LoadScene("MainMenu");
SceneManager.LoadScene(0);
}
public void Pause()
{
if(gameOver==false){
if(Time.timeScale == 1)
{ Time.timeScale = 0;
PauseMenuVisible.SetActive(true);
GamePlayMusic.BgMusic.Stop();
}
else if(Time.timeScale == 0)
{ Time.timeScale = 1;
PauseMenuVisible.SetActive(false);
GamePlayMusic.BgMusic.Play();
}
}
}
Page 19
public void Resume()
{ PauseMenuVisible.SetActive(false);
Time.timeScale = 1;
}
public void GameOverMenu()
{
GameOverMenuVisible.SetActive(true);
GamePlayMusic.BgMusic.Stop();
GameOverMusic.EMusic.Play();
}
public void Replay()
{ GameOverMusic.EMusic.Stop();
if(Time.timeScale==0)
{ Time.timeScale=1;}
SceneManager.LoadScene(1);
}
}
Page 20
File Hierarchy of Project
Page 21
SCREEN SHOTS
Page 22
Page 23
Page 24
Page 25
Page 26

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Dot Net Project Mini Game

  • 1. Page 1 DELCLARATION I hereby declare that the minor project work entitled “Dual” submitted for the B. tech (4-year Course) is my original work carried out by me for partial fulfilment of the award of the degree of the Bachelor of Technology in Computer Science and Technology. The matter embodies in this report has not been submitted anywhere else for the award of any other degree/diploma. Place: Hisar Date: …. /……/……… Varun(15013089)
  • 2. Page 2 Contents  Introduction  System Specification  Language Overview  System Design  Coding & Source Code  Screen Shots
  • 3. Page 3 INTRODUCTION Unity is a cross platform real-time engine developed by Unity Technologies first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X- exclusive game engine. As of 2018, the engine has been extended to support 27 platforms. The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for its many platforms. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.3.12. Unity gives users the ability to create games and interactive experiences in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5 release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#. The engine has support for the following graphics APIs: Direct3D on Windows ; OpenGL on Linux, macOS, and Windows; ES on Android and iOS; WebGL on the web; and proprietary APIs on the consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One. Within 2D games, Unity allows importation of sprites and an advanced 2D world renderer. For 3D games and simulations, Unity allows specification of texture compression, mipmaps, and resolution settings for each platform that the game engine supports, and provides support for bump mapping, reflection mapping, parallax mapping, SSAO, dynamic shadows using shadow maps, render-to-texture and full-screen post-processing effects. Since about 2016 Unity also offers cloud-based services to developers, these are presently: Unity Ads, Unity Analytics, Unity Certification, Unity Cloud Build, Unity Everyplay, Unity IAP ("In app purchase" - for the Apple and Google app stores), Unity Multiplayer, Unity Performance Reporting, Unity Collaborate and Unity Hub. Unity supports the creation of custom vertex, fragment (or pixel), tessellation and compute shaders. The shaders can be written using Cg, or Microsoft's HLSL
  • 4. Page 4 The Unity editor is supported on Windows and macOS, with a version of the editor available for he Linux platform, albeit in an experimental stage,while the engine itself currently supports building games for 29 different platforms. The platforms are listed as the following: iOS,Android,Vista, Universal Windows Platform, macOS, Linux, WebGL, PlayStation4, Xbox One, Google Cardboard, SteamVR, PlayStation VR, Gear VR, Windows Mixed Reality, Daydream, Android TV, Samsung Smart TV, tvOS, Nintendo Switch, Fire OS, Facebook Gameroom, Apple's ARKit, Google's ARCore, and Vuforia. Unity formerly supported seven other platforms including its own Unity Web Player. The Unity Web Player was a browser plugin that was only supported on Windows and macOS via Chrome, Internet Explorer 11, and Firefox, however it was deprecated in favor of WebGL. Since version 5, Unity has been offering its WebGL bundle compiled to JavaScript using a 2-stage language translator (C# to C++ and finally to JavaScript).
  • 5. Page 5 SYSTEM SPECIFICATIONS HARDWARE DESCRIPTION The selection of hardware is very important in the existence and proper working of any software. When selecting hardware, the size and requirements are also important. Minimum Requirements: Processor : Intel core i3 3rd Gen RAM : 2GB Hard Disk Drive : 100GB The proposed System is developed on: Processor : INTEL core i5 6th Gen RAM : 8GB Hard Disk Drive : 1TB Display Adapter : Trident Super VGA SOFTWARE DESCRIPTION Operating System : Windows 10 HOME Front- End : UNITY GAME ENGINE Back- End : C#, Dot Net Platform, Unity Game Engine Project will be done on Unity Game Engine and Editor with C# 7.0 as back end. Microsoft .NET is software that connects information, people, systems and devices. It spans clients, servers and developer tools and consists of:  The .NET Framework programming model that enables developers to build Web-based applications which expose their functionality programmatically over a network using standard protocols such as SOAP and HTTP.
  • 6. Page 6  Developer tools such as Microsoft Visual Studio .NET, which provide a rapid application integrated development environment for programming with the .NET Framework.  A set of servers including Microsoft Windows 2000, Microsoft SQL, Server and Microsoft BizTalk Server that integrates, runs, operates and manages XML Web services and applications.  Client software such as Windows XP, Windows CE and Microsoft Office XP that helps developers deliver a deep and compelling user experience across a family of devices and existing products. The .NET Framework is the programming model of the .NET environment for building, deploying and running Web- based applications, smart client applications and XML Web services. It manages much of the plumbing, enabling developers to focus on writing the business logic code for their applications. The .NET Framework includes the common language runtime and class libraries.
  • 7. Page 7 OVERVIEW OF THE LANGUAGE USED MICROSOFT VISUAL STUDIO Microsoft Visual Studio is Microsoft’s flagship software development product for computer programmers. It centers on an integrated distribution environment which has programmers create stand alone, and web services that run on any platforms supported by Microsoft’s .Net Framework (for all versions after 6). Supported platforms include Microsoft windows, servers and workstations, Pocket PC, Smart Phones and World Wide Web browsers not the Java Virtual Machine that all other java tools target. VISUAL STUDIO 2017 The most important language added in this version was the introduction of generics, which are similar in many aspects to C++ templates. This potentially increases the number of bugs caught at compile- time instead of run- time by encouraging the use of strict type checking in areas where it was not possible before, C++ also got a similar upgrade with the addition of C++/CLI which is slated to replace the use of Managed C++. Other new features of Visual Studio 2017 include the “Development Designer” which allows application designs to be validated before deployments, an improved environment for web publishing when combined with ASP.NET 4.5 and load testing to see application performance under various sorts of user loads. Visual Studio 2017 also added extensive 64- bit support. While the development environment itself only available as a 32- bit application, visual C++ 2017 supports compiling for (x64AMD64 and EM64T) as well as IA- 64 (Itanium). The platforms SDK include 64- bit and 64-bit versions of the libraries. OVERVIEW OF THE .NET FRAME WORK The .NET framework is a new computing platform that simplifies application development in the highly distributed environment of the internet. The .NET framework is designed to fulfill following objectives:  To provide a consistent object oriented programming environment whether object code is stored and executed locally but internet- distributed or executed remotely.
  • 8. Page 8  To provide a code execution environment that minimizes software deployment and versioning conflicts.  To provide a code execution environment that guarantees safe execution of code, including code created by an unknown or semi trusted third party.  To provide a code execution environment that eliminates the performance problem of scripted or interpreted environments.  To make the developer experience consistent across widely types of application, such as windows based applications and web based applications.  To build all communication on industry standards to ensure that code based on the .NET framework can integrate with any other code. The .NET framework has two main components: the common language runtime and the .Net framework class library. The common language runtime is the foundation of the .NET framework. You can think of the runtime as an agent that manages code at execution time, and remoting while also enforcing strict type safely and other forms of code accuracy that ensure security and robustness in fact the concept of code management is a fundamental principle of the runtime. We can use the .NET framework to develop the following types of application and services:  Console applications  Window GUI application (Windows Forms) ASP.NET applications  XML Web services  Windows services ASP.NET ASP.NET is a set of Microsoft.NET framework technologies used for building web applications and XML Web services. ASP.NET page execute on the server and generate markup such as HTML, WML or XML that is sent to a desktop or mobile browser. ASP.NET pages use a compiled, event-driven programming model that improves performance and enables the separation of application logic and user interface. Both ASP.NET pages and ASP.NET web services files contain server-side (as opposed to client side logic) written in Visual basic .NET, C#.NET or any .NET compatible language, Web applications and XML
  • 9. Page 9 Web Services take advantage of the features of the common language runtime, such as type safety, inheritance, language, interoperability, versioning, and integrated security.
  • 10. Page 10 SYSTEM DESIGN The most creative and challenging face of the system development is System Design. It provides the understanding and procedural details necessary for implementing the system recommended in the feasibility study. Design goes through the logical and physical stages of development. In designing a new system, the system analyst must have a clear understanding of the objectives, which the design is aiming to fulfill. The first step is to determine how the output is to be produced and in what format. Second, input data and master files have to be designed to meet the requirements of the proposed output. The operational phases are handled through program construction and testing. Design of a system can be defined as a process of applying various techniques and principles for the purpose of defining a device, a process or a system in sufficient detail to permit its physical realization. Thus system design is a solution to “how to” approach to the creation of a new system. Thus important phase provides the understanding and the procedural details necessary for implementing the system recommended in the feasibility study. The design step provides a data design, architectural design, and a procedural design. CONTEXT DIAGRAM  Play  Options o Adjust Volume o Back  Quit  Your Score  Pause o Resume o Quit Main Menu Main Game
  • 11. Page 11 CODING First phase of implementation is coding. Coding can be done in two ways. One by automatic program code and other by programmer’s manually written code. A code generator is a suite of programs that matches the input to an appropriate code template and from these produces modules of code. The code is made simple in such a way that another programmer can easily understand and work on that in future. The crucial phase in the system development life cycle is the successful implementation of the new system design. The process of converting as new or revised system into an operational one is known as system implementation. This includes all those activities that take place to convert from an old system to a new system. The system can be implemented only after a through testing is done and if it is found to work according to the specifications. The most crucial stage in achieving a new successful system and giving confident on the new system for the users is that it will work effectively and efficiently. If involves careful planning, investigation of the current system and its constraints on implementation, design of methods to achieve the changeover. SOURCE CODE BackGroundRepeat.CS using System.Collections; using System.Collections.Generic; using UnityEngine; public class BackGroundRepeat : MonoBehaviour { public float speed = 0.5f ; Renderer rend; void Start() { rend = GetComponent< Renderer> (); } void Update() { Vector2 offset = new Vector2(0, Time.time * speed);
  • 12. Page 12 rend.material.mainTextureOffset = offset; } } BGMusic.CS using System.Collections; using System.Collections.Generic; using UnityEngine; public class BGMusic : MonoBehaviour { public AudioSource BgMusic; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } } ENDMusic.CS using System.Collections; using System.Collections.Generic; using UnityEngine; public class EndMusic : MonoBehaviour { public AudioSource EMusic; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } }
  • 13. Page 13 Enemy.CS using System.Collections; using System.Collections.Generic; using UnityEngine; public class Enemy : MonoBehaviour { public float speed=10f; void Start() { } void Update() { transform.Translate(new Vector3(0,-1,0)*speed*Time.deltaTime); } void OnBecameInvisible() { Destroy(gameObject); } } LeftPlayer.CS using System.Collections; using System.Collections.Generic; using UnityEngine; public class LeftPlayer : MonoBehaviour { private Vector2 targetPos; public float speed; public UIMngr ui; public void Start() { targetPos = transform.position; } private void Update() { if(ui.gameOver==true) Destroy(gameObject);
  • 14. Page 14 if (Input.GetKeyDown(KeyCode.A)) { if (transform.position.x == -4.1f) targetPos = new Vector2(-0.6f, transform.position.y); else if (transform.position.x == -0.6f) targetPos = new Vector2(-4.1f, transform.position.y); } transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime); } void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy") { Destroy(gameObject); ui.GOverActive(); ui.GameOverMenu(); } } } MenuUIManager.CS using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class MenuUIMngr : MonoBehaviour { public void PlayGame() { if(Time.timeScale==0) { Time.timeScale=1;} SceneManager.LoadScene(1); //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1); } public void QuitGame() { Debug.Log("Game Quitted !!");
  • 15. Page 15 Application.Quit(); } } RightPlayer.CS using System.Collections; using System.Collections.Generic; using UnityEngine; public class RightPlayer : MonoBehaviour { private Vector2 targetPos; public float speed=0.5f; public UIMngr ui; public void Start() { targetPos = transform.position; } private void Update() { if(ui.gameOver==true) Destroy(gameObject); if (Input.GetKeyDown(KeyCode.K)) { if (transform.position.x == 4.1f) targetPos = new Vector2(0.6f, transform.position.y); else if (transform.position.x == 0.6f) targetPos = new Vector2(4.1f, transform.position.y); } transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime); } void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy") { Destroy (gameObject); ui.GOverActive();
  • 16. Page 16 ui.GameOverMenu(); } } } SpawnEnemy.CS using System.Collections; using System.Collections.Generic; using UnityEngine; public class SpawnEnemy : MonoBehaviour { public GameObject[] enemy; int enemyNoLeft; int enemyNoRight; public float maxPos = 4.1f; float timer; public float delayTimer = 0.5f; float choiceLeft; float choiceRight; void Start() { timer = delayTimer; } void Update() { timer-=Time.deltaTime; Vector3 enemyPosLeft; Vector3 enemyPosRight; choiceLeft=Random.Range(-4.1f,-0.6f); choiceRight=Random.Range(0.6f,4.1f); if(timer <=0) { if(choiceLeft <=-2.2f) enemyPosLeft = new Vector3(-4.1f,transform.position.y,transform.position.z); else enemyPosLeft = new Vector3(-0.6f,transform.position.y,transform.position.z);
  • 17. Page 17 if(choiceRight >=2.2f) enemyPosRight = new Vector3(4.1f,transform.position.y,transform.position.z); else enemyPosRight = new Vector3(0.6f,transform.position.y,transform.position.z); enemyNoLeft=Random.Range(0,5); enemyNoRight=Random.Range(0,5); Instantiate(enemy[enemyNoLeft], enemyPosLeft,transform.rotation); Instantiate(enemy[enemyNoRight], enemyPosRight,transform.rotation); timer=delayTimer; } } } UIMngr.CS using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class UIMngr : MonoBehaviour { public Text scoreText; int ScoreBox; public bool gameOver; public GameObject PauseMenuVisible; public GameObject GameOverMenuVisible; public BGMusic GamePlayMusic; public EndMusic GameOverMusic; void Start() { ScoreBox=0; gameOver=false; InvokeRepeating("scoreUpdate",1f,0.5f); } void Update() { scoreText.text = "Your Score " + ScoreBox;
  • 18. Page 18 if (Input.GetKeyDown(KeyCode.Space)) Pause(); } void Awake() { GamePlayMusic.BgMusic.Play(); } void scoreUpdate() { if(!gameOver) {ScoreBox += 1; } } public void GOverActive() { gameOver =true; //Time.timeScale =0; } public void Quit() { Application.Quit(); Debug.Log("Game Quitted"); } public void LoadMenu() { //SceneManager.LoadScene("MainMenu"); SceneManager.LoadScene(0); } public void Pause() { if(gameOver==false){ if(Time.timeScale == 1) { Time.timeScale = 0; PauseMenuVisible.SetActive(true); GamePlayMusic.BgMusic.Stop(); } else if(Time.timeScale == 0) { Time.timeScale = 1; PauseMenuVisible.SetActive(false); GamePlayMusic.BgMusic.Play(); } } }
  • 19. Page 19 public void Resume() { PauseMenuVisible.SetActive(false); Time.timeScale = 1; } public void GameOverMenu() { GameOverMenuVisible.SetActive(true); GamePlayMusic.BgMusic.Stop(); GameOverMusic.EMusic.Play(); } public void Replay() { GameOverMusic.EMusic.Stop(); if(Time.timeScale==0) { Time.timeScale=1;} SceneManager.LoadScene(1); } }