The document provides background information on the origins and history of the board game Battleship. It describes how the game was first played in World War I as a French game called L'Attaque. Early commercial versions of the game were published in the 1930s-1940s. It also notes that Battleship was one of the earliest computer games, released for the Z80 Compucolor in 1979. The document then outlines the basic rules and gameplay of Battleship, describing how players take turns calling out grid coordinates to try and sink their opponent's ships.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)noorcon
The reader is introduced to the Unity 3D IDE. The basic sections of the IDE are defined and explained. The reader is show how to navigate within the IDE and create GameObjects. How to perform transformations and etc… The Inspector Window is also discussed.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)noorcon
This document provides an overview of key Unity concepts:
- GameObjects are containers that hold Components, which define an object's appearance and behavior. Common Components include Transform, Mesh Filter, and Renderer.
- Tags and layers help categorize GameObjects. The Transform defines an object's position, rotation, and scale.
- Scripts function as custom Components when attached to GameObjects. Components have properties that can be edited in the Inspector.
- Parent-child relationships cause child objects to inherit a parent's transformations, allowing complex hierarchies. Prefabs allow instantiating template GameObjects.
Game Development Session - 3 | Introduction to UnityKoderunners
This document provides an introduction to scripting in Unity using C#. It describes how to set up a basic time guessing game without graphics using Unity and C# scripts. The game generates a random time limit between 5-21 seconds and counts down. The player presses the spacebar when they think the time is up, and the game displays how accurate they were. It provides instructions on creating scripts, attaching them to game objects, getting keyboard input, tracking time, and displaying the results. The goal is to demonstrate basic Unity and C# scripting concepts like the start and update functions through a simple console-based game.
Unity is a multi-platform game engine that can be used to develop 3D games. It provides tools for creating 3D environments and objects, animations, physics, lighting and rendering effects. Developers can use scripting languages like C# to program logic and interactions. Unity supports exporting games to many platforms including web, mobile, consoles and VR/AR. It includes an integrated development environment and asset store of reusable components.
1) The document provides instructions on getting started with Unity, including creating a new project, navigating the interface, adding game objects like planes and cameras, and attaching scripts and materials.
2) It also covers topics like adding animations, prefabs, user interfaces, optimizing code, and using version control and the terrain editor.
3) The document provides references to Unity's documentation for more information on specific topics like character animation, terrains, and scripting.
The document describes the process of creating a side-scrolling shooter game involving airplanes battling in a city at night. The developer created sprites for the player plane, backgrounds, and enemies. Programming events allowed the player to move, shoot, and take damage which is tracked with a health bar. Enemies spawn and shoot at the player, decreasing their health. The developer added scoring by increasing the point value for destroying enemies. Additional enemies and weapons were created, along with collision detection and damage systems to make the game challenging. Testing was done to improve the gameplay experience.
The Ring programming language version 1.5.4 book - Part 48 of 185Mahmoud Samir Fayed
This chapter discusses creating a game engine for 2D games in Ring. The project has several layers: a games layer that uses declarative programming to create games, game engine classes that use object-oriented programming, an interface layer that hides the details of the graphics libraries, and graphics library bindings that were created using procedural programming. The game engine includes classes like Game, Sprite, Text, and Sound that can be used to easily create 2D games. Examples are provided of simple games created using the engine.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)noorcon
The reader is introduced to the Unity 3D IDE. The basic sections of the IDE are defined and explained. The reader is show how to navigate within the IDE and create GameObjects. How to perform transformations and etc… The Inspector Window is also discussed.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)noorcon
This document provides an overview of key Unity concepts:
- GameObjects are containers that hold Components, which define an object's appearance and behavior. Common Components include Transform, Mesh Filter, and Renderer.
- Tags and layers help categorize GameObjects. The Transform defines an object's position, rotation, and scale.
- Scripts function as custom Components when attached to GameObjects. Components have properties that can be edited in the Inspector.
- Parent-child relationships cause child objects to inherit a parent's transformations, allowing complex hierarchies. Prefabs allow instantiating template GameObjects.
Game Development Session - 3 | Introduction to UnityKoderunners
This document provides an introduction to scripting in Unity using C#. It describes how to set up a basic time guessing game without graphics using Unity and C# scripts. The game generates a random time limit between 5-21 seconds and counts down. The player presses the spacebar when they think the time is up, and the game displays how accurate they were. It provides instructions on creating scripts, attaching them to game objects, getting keyboard input, tracking time, and displaying the results. The goal is to demonstrate basic Unity and C# scripting concepts like the start and update functions through a simple console-based game.
Unity is a multi-platform game engine that can be used to develop 3D games. It provides tools for creating 3D environments and objects, animations, physics, lighting and rendering effects. Developers can use scripting languages like C# to program logic and interactions. Unity supports exporting games to many platforms including web, mobile, consoles and VR/AR. It includes an integrated development environment and asset store of reusable components.
1) The document provides instructions on getting started with Unity, including creating a new project, navigating the interface, adding game objects like planes and cameras, and attaching scripts and materials.
2) It also covers topics like adding animations, prefabs, user interfaces, optimizing code, and using version control and the terrain editor.
3) The document provides references to Unity's documentation for more information on specific topics like character animation, terrains, and scripting.
The document describes the process of creating a side-scrolling shooter game involving airplanes battling in a city at night. The developer created sprites for the player plane, backgrounds, and enemies. Programming events allowed the player to move, shoot, and take damage which is tracked with a health bar. Enemies spawn and shoot at the player, decreasing their health. The developer added scoring by increasing the point value for destroying enemies. Additional enemies and weapons were created, along with collision detection and damage systems to make the game challenging. Testing was done to improve the gameplay experience.
The Ring programming language version 1.5.4 book - Part 48 of 185Mahmoud Samir Fayed
This chapter discusses creating a game engine for 2D games in Ring. The project has several layers: a games layer that uses declarative programming to create games, game engine classes that use object-oriented programming, an interface layer that hides the details of the graphics libraries, and graphics library bindings that were created using procedural programming. The game engine includes classes like Game, Sprite, Text, and Sound that can be used to easily create 2D games. Examples are provided of simple games created using the engine.
This document provides instructions for creating a top-down space shooter game in Unity. It includes setting up the player ship object with movement controls, firing bullets, creating lighting and a background, and destroying bullets when they exit the boundary. Key steps are importing a space shooter tutorial package, adding scripts to control ship movement and firing, spawning bullet prefabs, and destroying bullets using a trigger collider on the boundary object.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
Unity 3D is a popular multi-platform game engine that has been used for over 10 years. It uses scenes to organize game levels and objects. Gameplay is created using game objects, components, transforms, lights, cameras, inputs, and triggers. Common tasks for a beginner project include creating a maze with a movable character controller and trigger that removes the floor.
This document provides instructions for enhancing a basic first person shooter (FPS) game by adding additional weapon types, damage systems, and enemies. It describes adding a rocket launcher weapon that allows switching between weapons, includes a reload time and ammo count. Instructions are given for creating the rocket launcher model and script to fire rockets on input. The rocket is then created with its own model, rigidbody, and smoke trail particle effect. Finally, the rocket and its components are saved as a prefab that can be instantiated as projectiles from the rocket launcher.
Slides from my dev presentation at Dimension10.
The slides start with an introduction to RenderDoc, and is followed by 3 examples from real cases where RenderDoc saved my day.
A game is a structured activity involving goals, rules, conflict, interaction and rewards. There are different types of video games like arcade, computer, console and mobile games. Common game genres include action, adventure, puzzle, role playing, strategy and simulation games. The document then provides examples and guidelines for modeling, texturing and other aspects of the game development process.
Unity 3d is a popular game engine used to design games for mobiles,xbox etc.
It was developed by unity technologies and it was useful to those who want to start game designing
This document provides an introduction to creating a basic first person shooter game in Unity. It describes prerequisites, setting up a new project, importing assets, adding a level environment, and adding a first person controller character. It then explains how to create a weapon launcher object attached to the character, and a missile prefab that will be launched when firing. The document is the first part of a tutorial, covering basic setup and introduction of interactive elements.
This document provides an overview of developing a Silverlight game, including designing levels and storyboards, implementing game logic for player movement and collision detection, developing the game using tools like Visual Studio and Expression Blend, and organizing code using the MVC pattern. It also describes techniques for animating game elements like scrolling the game board and frame-by-frame animations, as well as managing sounds. The game is divided into modular XAP files that are downloaded and loaded dynamically.
This document provides instructions for setting up a space shooter game in Unity. It describes creating a new Unity project, importing asset packages, configuring scenes and game objects, adding scripts, and testing gameplay functionality. Key steps include setting up the player ship game object with rigidbody and collider components, configuring lighting and cameras, adding a background, and writing scripts to control ship movement and fire projectiles. The goal is to implement the basic mechanics of a space shooter game in Unity according to an online tutorial.
This document provides an overview of the Unity game engine. It describes what Unity is, how to install it, and its main features. Unity can be used to create both 2D and 3D games and supports multiple platforms. It includes tools for graphics, physics, scripting, multiplayer networking, audio, animation, navigation, assets, and building games for different platforms. C# or JavaScript can be used for scripting. Visual Studio is recommended for script editing.
This document provides an overview of the Unity game engine and game development process using Unity. It discusses Unity basics like scenes, game objects, prefabs, and scripting. It also covers installing Unity, system requirements, and building games for different platforms. The document is intended as an introductory guide for using Unity for game development.
The document provides details on Luis Vazquez's workflow for creating levels in a 2D game engine. It describes how he created a player sprite and object, including designing the sprite visually and coding movement controls. It also covers adding a room for testing, including setting movement boundaries. Backgrounds were added by importing images and setting parallax scrolling. Finally, the document mentions plans to create a particle system to simulate engine flames from the spaceship sprite.
XNA is a framework for creating 2D and 3D games for Windows Phone 7. It includes tools for game development and resource management. The XNA framework provides classes to create gameplay and manage game resources like textures, models, and scripts. When an XNA game runs, it loads resources at start up, then repeatedly updates the game world based on input and draws the updated world. The core methods that drive this cycle are LoadContent, Update, and Draw. LoadContent loads resources. Update handles game logic and state changes. Draw renders the current game state to the screen.
Unity3D is a full 3D engine that supports many platforms and has powerful customization tools. It features a 3D engine, cross-platform support for Windows, Mac, web, iOS, Android, and more. Unity3D uses extensible plug-in architectures and scripting languages like C# for game logic.
The document provides an overview of a presentation on Unity game engine programming. It introduces the presenter and their background and experience. It then outlines the topics to be covered, including Unity engine API model, scripting languages like C# and JavaScript, Unity game object structure, and examples. It lists some advanced programming topics that may not have enough time to cover. It encourages attendees to learn programming on their own and notes the presentation is subject to time limitations. It provides a disclaimer and says to stay tuned for future Unity workshop announcements.
The document describes how to create a 2D platformer game in Unity, including:
1) Adding background animations and music
2) Creating and controlling the player character
3) Spawning random enemies
4) Implementing a health bar UI to display the player's health
1. The document discusses various aspects of user input and frame animation in libGDX, including touch input, keyboard input, gestures, the accelerometer, and sprite animation.
2. It explains how to set up input processing using InputProcessor and GestureDetector, and how to read touch, keyboard, and accelerometer values.
3. It also provides examples of creating sprite animations by splitting textures into frames and using the Animation class.
The Ring programming language version 1.5.3 book - Part 48 of 184Mahmoud Samir Fayed
This document provides documentation on creating a 2D game engine in Ring. It discusses organizing the project into layers, including the games layer, game engine classes layer, and interface to graphics library layer. It then describes the key classes in the game engine - Game, GameObject, Sprite, Text, Animate, Sound, and Map. It provides details on the attributes and methods for each class. It also provides an example of how to load the game engine library, create a Game object, and start drawing text to the screen. The document is intended to teach how to structure a 2D game engine project using different programming paradigms in Ring.
The Ring programming language version 1.5.3 book - Part 58 of 184Mahmoud Samir Fayed
This document provides an overview of how to build a 2D game engine in Ring using different programming paradigms. It discusses using declarative programming for the game layer, object-oriented programming for game engine classes, and procedural programming for the graphics library interface. The document outlines the layers of the engine including graphics library bindings, the interface layer, game engine classes, and the games layer. It provides details on key classes like Game, GameObject, Sprite, Text, Animate, Sound, and Map that can be used to build games. Examples are given for creating a game window and drawing/animating text to demonstrate using the engine.
This document provides instructions for creating a top-down space shooter game in Unity. It includes setting up the player ship object with movement controls, firing bullets, creating lighting and a background, and destroying bullets when they exit the boundary. Key steps are importing a space shooter tutorial package, adding scripts to control ship movement and firing, spawning bullet prefabs, and destroying bullets using a trigger collider on the boundary object.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
Unity 3D is a popular multi-platform game engine that has been used for over 10 years. It uses scenes to organize game levels and objects. Gameplay is created using game objects, components, transforms, lights, cameras, inputs, and triggers. Common tasks for a beginner project include creating a maze with a movable character controller and trigger that removes the floor.
This document provides instructions for enhancing a basic first person shooter (FPS) game by adding additional weapon types, damage systems, and enemies. It describes adding a rocket launcher weapon that allows switching between weapons, includes a reload time and ammo count. Instructions are given for creating the rocket launcher model and script to fire rockets on input. The rocket is then created with its own model, rigidbody, and smoke trail particle effect. Finally, the rocket and its components are saved as a prefab that can be instantiated as projectiles from the rocket launcher.
Slides from my dev presentation at Dimension10.
The slides start with an introduction to RenderDoc, and is followed by 3 examples from real cases where RenderDoc saved my day.
A game is a structured activity involving goals, rules, conflict, interaction and rewards. There are different types of video games like arcade, computer, console and mobile games. Common game genres include action, adventure, puzzle, role playing, strategy and simulation games. The document then provides examples and guidelines for modeling, texturing and other aspects of the game development process.
Unity 3d is a popular game engine used to design games for mobiles,xbox etc.
It was developed by unity technologies and it was useful to those who want to start game designing
This document provides an introduction to creating a basic first person shooter game in Unity. It describes prerequisites, setting up a new project, importing assets, adding a level environment, and adding a first person controller character. It then explains how to create a weapon launcher object attached to the character, and a missile prefab that will be launched when firing. The document is the first part of a tutorial, covering basic setup and introduction of interactive elements.
This document provides an overview of developing a Silverlight game, including designing levels and storyboards, implementing game logic for player movement and collision detection, developing the game using tools like Visual Studio and Expression Blend, and organizing code using the MVC pattern. It also describes techniques for animating game elements like scrolling the game board and frame-by-frame animations, as well as managing sounds. The game is divided into modular XAP files that are downloaded and loaded dynamically.
This document provides instructions for setting up a space shooter game in Unity. It describes creating a new Unity project, importing asset packages, configuring scenes and game objects, adding scripts, and testing gameplay functionality. Key steps include setting up the player ship game object with rigidbody and collider components, configuring lighting and cameras, adding a background, and writing scripts to control ship movement and fire projectiles. The goal is to implement the basic mechanics of a space shooter game in Unity according to an online tutorial.
This document provides an overview of the Unity game engine. It describes what Unity is, how to install it, and its main features. Unity can be used to create both 2D and 3D games and supports multiple platforms. It includes tools for graphics, physics, scripting, multiplayer networking, audio, animation, navigation, assets, and building games for different platforms. C# or JavaScript can be used for scripting. Visual Studio is recommended for script editing.
This document provides an overview of the Unity game engine and game development process using Unity. It discusses Unity basics like scenes, game objects, prefabs, and scripting. It also covers installing Unity, system requirements, and building games for different platforms. The document is intended as an introductory guide for using Unity for game development.
The document provides details on Luis Vazquez's workflow for creating levels in a 2D game engine. It describes how he created a player sprite and object, including designing the sprite visually and coding movement controls. It also covers adding a room for testing, including setting movement boundaries. Backgrounds were added by importing images and setting parallax scrolling. Finally, the document mentions plans to create a particle system to simulate engine flames from the spaceship sprite.
XNA is a framework for creating 2D and 3D games for Windows Phone 7. It includes tools for game development and resource management. The XNA framework provides classes to create gameplay and manage game resources like textures, models, and scripts. When an XNA game runs, it loads resources at start up, then repeatedly updates the game world based on input and draws the updated world. The core methods that drive this cycle are LoadContent, Update, and Draw. LoadContent loads resources. Update handles game logic and state changes. Draw renders the current game state to the screen.
Unity3D is a full 3D engine that supports many platforms and has powerful customization tools. It features a 3D engine, cross-platform support for Windows, Mac, web, iOS, Android, and more. Unity3D uses extensible plug-in architectures and scripting languages like C# for game logic.
The document provides an overview of a presentation on Unity game engine programming. It introduces the presenter and their background and experience. It then outlines the topics to be covered, including Unity engine API model, scripting languages like C# and JavaScript, Unity game object structure, and examples. It lists some advanced programming topics that may not have enough time to cover. It encourages attendees to learn programming on their own and notes the presentation is subject to time limitations. It provides a disclaimer and says to stay tuned for future Unity workshop announcements.
The document describes how to create a 2D platformer game in Unity, including:
1) Adding background animations and music
2) Creating and controlling the player character
3) Spawning random enemies
4) Implementing a health bar UI to display the player's health
1. The document discusses various aspects of user input and frame animation in libGDX, including touch input, keyboard input, gestures, the accelerometer, and sprite animation.
2. It explains how to set up input processing using InputProcessor and GestureDetector, and how to read touch, keyboard, and accelerometer values.
3. It also provides examples of creating sprite animations by splitting textures into frames and using the Animation class.
The Ring programming language version 1.5.3 book - Part 48 of 184Mahmoud Samir Fayed
This document provides documentation on creating a 2D game engine in Ring. It discusses organizing the project into layers, including the games layer, game engine classes layer, and interface to graphics library layer. It then describes the key classes in the game engine - Game, GameObject, Sprite, Text, Animate, Sound, and Map. It provides details on the attributes and methods for each class. It also provides an example of how to load the game engine library, create a Game object, and start drawing text to the screen. The document is intended to teach how to structure a 2D game engine project using different programming paradigms in Ring.
The Ring programming language version 1.5.3 book - Part 58 of 184Mahmoud Samir Fayed
This document provides an overview of how to build a 2D game engine in Ring using different programming paradigms. It discusses using declarative programming for the game layer, object-oriented programming for game engine classes, and procedural programming for the graphics library interface. The document outlines the layers of the engine including graphics library bindings, the interface layer, game engine classes, and the games layer. It provides details on key classes like Game, GameObject, Sprite, Text, Animate, Sound, and Map that can be used to build games. Examples are given for creating a game window and drawing/animating text to demonstrate using the engine.
This document provides an overview of developing iOS games using the Cocos2D framework. It begins with an introduction to Cocos2D and its key concepts such as directors, scenes, layers and sprites. It then discusses setting up a basic Cocos2D project and walks through steps to build a simple shooting game, including adding a background, player sprite, enemy sprites, touch input handling, animations, particle effects and scoring. The goal is to demonstrate how to structure a basic Cocos2D game and implement common game mechanics.
The document provides an introduction to 2D game development with Unity. It discusses key Unity concepts such as scenes, game objects, components and scripts. It then demonstrates how to build a basic 2D platformer game in Unity, including creating a player character, allowing movement with scripts, adding animations, developing platforms, and enabling jumping. The document recommends resources for further learning Unity and 2D game development.
This document summarizes a presentation about the Unity game development platform. It introduces Unity as a game engine that integrates tools for creating 3D and 2D content across platforms. It describes Unity's main components, including the game engine, editor tools, asset store, and support for multiple platforms. It provides screenshots explaining Unity's interface and gives examples of creating a simple space shooter game in Unity, including importing assets, scripting enemy behavior, using prefabs, and adding collisions and a game over scene.
The Ring programming language version 1.3 book - Part 38 of 88Mahmoud Samir Fayed
This document describes a game engine project built in Ring for creating 2D games. It discusses the different layers of the project, including the games layer, game engine classes layer, interface to graphics libraries layer, and graphics library bindings layer. It provides details on the RingAllegro and RingLibSDL libraries used for graphics. It outlines the main game engine classes like Game, GameObject, Sprite, Text, Animate, Sound, and Map. It gives examples of how to use the engine to create a game window, draw text, and move text. The goal of the project is to allow games to be built with Ring using different programming paradigms like declarative programming for games and object-oriented programming for the engine classes
This document describes the development of a two-player Tic-Tac-Toe game using C programming language. It discusses the methodology used, including system requirements, functions created, and pseudo code. The functions created were to generate the game board, mark player moves on the board, and check for a winner. The workflow is demonstrated through a flowchart. The results show the game being played successfully between two players on the console. Future improvements mentioned include adding a graphical user interface and data storage capabilities. In conclusion, a functional Tic-Tac-Toe game was developed in C to be played by users of any age.
The document is a final project report for a Pac-Man game created by Ke Xu, Eric Li, and Winston Chao. It includes sections on an overview of the Pac-Man design, the workload distribution between team members, and lessons learned. The design involved both software programming in C for the game engine and hardware programming in VHDL for the graphics. Key aspects of the software include the game state, controls, artificial intelligence, and customization options. The hardware implements tile and sprite graphics engines on an FPGA chip.
This document describes a Flappy Bird-style game created in Unity. It includes 3 scripts that control different aspects of the game:
1) The Bird script controls the bird sprite and checks for collisions, applying forces and playing animations and sounds.
2) The Game Controller script handles scoring when the bird passes columns and ending the game on collision.
3) The Columns script spawns new columns and calls the scoring method when the bird passes through one.
The Ring programming language version 1.2 book - Part 36 of 84Mahmoud Samir Fayed
The document describes a game engine for 2D games created using Ring. It has the following layers:
1) Games layer uses declarative programming to create games.
2) Game engine classes layer uses object-oriented programming for classes like Game, Sprite, etc.
3) Interface layer hides differences between graphics libraries (Allegro, SDL) for a consistent API.
4) Graphics library bindings generate C code from configuration files to interface with Allegro and SDL.
The engine provides classes for games, objects, sprites, text, animation and sound. Examples show creating a game window, drawing text, playing sounds, and animating sprites. The engine handles input and updating the game loop.
Working with Layout Managers. Notes 1. In part 2, note that the Gam.pdfudit652068
Working with Layout Managers. Notes: 1. In part 2, note that the Game class inherits from
JPanel. Therefore, the panel you are asked to add to the center of the content pane is the \"game\"
object. 2. In part 4, at the end of the function, call validate(). This is not mentioned in the book,
but it is mentioned in the framework comments.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Game extends JPanel
{
private JButton [][] squares;
private TilePuzzle game;
public Game( int newSide )
{
game = new TilePuzzle( newSide );
setUpGameGUI( );
}
public void setUpGame( int newSide )
{
game.setUpGame( newSide );
setUpGameGUI( );
}
public void setUpGameGUI( )
{
removeAll( ); // remove all components
setLayout( new GridLayout( game.getSide( ),
game.getSide( ) ) );
squares = new JButton[game.getSide( )][game.getSide( )];
ButtonHandler bh = new ButtonHandler( );
// for each button: generate button label,
// instantiate button, add to container,
// and register listener
for ( int i = 0; i < game.getSide( ); i++ )
{
for ( int j = 0; j < game.getSide( ); j++ )
{
squares[i][j] = new JButton( game.getTiles( )[i][j] );
add( squares[i][j] );
squares[i][j].addActionListener( bh );
}
}
setSize( 300, 300 );
setVisible( true );
}
private void update( int row, int col )
{
for ( int i = 0; i < game.getSide( ); i++ )
{
for ( int j = 0; j < game.getSide( ); j++ )
{
squares[i][j].setText( game.getTiles( )[i][j] );
}
}
if ( game.won( ) )
{
JOptionPane.showMessageDialog( Game.this,
\"Congratulations! You won!\ Setting up new game\" );
// int sideOfPuzzle = 3 + (int) ( 4 * Math.random( ) );
// setUpGameGUI( );
}
}
private class ButtonHandler implements ActionListener
{
public void actionPerformed( ActionEvent ae )
{
for( int i = 0; i < game.getSide( ); i++ )
{
for( int j = 0; j < game.getSide( ); j++ )
{
if ( ae.getSource( ) == squares[i][j] )
{
if ( game.tryToPlay( i, j ) )
update( i, j );
return;
} // end if
} // end inner for loop
} // outer for loop
} // end actionPerformed method
} // end ButtonHandler class
} // end Game class
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class NestedLayoutPractice extends JFrame
{
private Container contents;
private Game game;
private BorderLayout bl;
private JLabel bottom;
// ***** Task 1: declare a JPanel named top
// also declare three JButton instance variables
// that will be added to the JPanel top
// these buttons will determine the grid size of the game:
// 3-by-3, 4-by-4, or 5-by-5
// Part 1 student code starts here:
// Part 1 student code ends here.
public NestedLayoutPractice()
{
super(\"Practicing layout managers\");
contents = getContentPane();
// ***** Task 2:
// instantiate the BorderLayout manager bl
// Part 2 student code starts here:
// set the layout manager of the content pane contents to bl:
game = new Game(3); // instantiating the GamePanel object
// add panel (game) to the center of the content pane
// Part 2 student code ends here.
bottom = new JLabel(.
The Ring programming language version 1.4 book - Part 14 of 30Mahmoud Samir Fayed
This document chapter describes a game engine project for 2D games created using Ring. It discusses the different layers of the project including the games layer, game engine classes layer, interface to graphics libraries layer, and graphics library bindings layer. It provides details on classes for sprites, text, animation, sounds, and maps. It also gives examples of how to use the game engine to create a game window, draw text, move text, and play sounds.
This document summarizes a 3D shooting game called Galaxy Defender created using Processing and the Minim library. The game takes place in the Milky Way with planets orbiting the sun. The player controls a spaceship and scores points by destroying enemies. Key features include different enemy behaviors, planet textures, sound effects, and gameplay elements like acceleration and shooting. The document outlines the game's development process and describes the main classes used to create the 3D graphics, physics, menu system, characters, and special effects.
The document provides instructions for setting up a basic match-3 puzzle game grid in Construct 2. Key steps include:
1. Setting up the project with different layers for the background, blocks, and game field. Tiled backgrounds and sprites are added to create the game board visuals.
2. Defining global variables for block spawn positions and adding an instance variable to track each block's color.
3. Using nested for loops to spawn a 8x8 grid of blocks at random colors when the layout starts. Each block is assigned a random color value from 1-6.
4. Adding an event to set each block's frame based on its color value, displaying the correct image. This
This document provides a programmers guide for Cocos2d-x version 3.3. It includes chapters on basic Cocos2d-x concepts such as scenes, nodes, sprites, actions, and the scene graph. The guide explains how to create and manipulate sprites, run actions and sequences of actions, and handle parent-child relationships between nodes. It aims to teach programmers how to use Cocos2d-x to develop cross-platform 2D games.
Hi there I am having difficulty in finalizing my Tetris game , below.pdffonecomp
The document provides instructions for completing an assignment to add additional pieces and rotation functionality to an existing Tetris game coded in Java. It describes refactoring the code into a superclass and subclasses for each piece type. It then details how to initialize and add code for the remaining 6 piece types. It also explains how to implement rotation by checking if moves are valid and using dynamic dispatch. The student is asked to test each new piece individually, follow object-oriented design principles, and write a report discussing their process.
The game API is one of the most interesting and unique concepts of Java ME. It consists of very useful classes that help you with typical tasks that are required in almost ever game — for example sprite handling, tiled backgrounds or collision detection. This module will explain those concepts and how to create an own game loop. The challenge is the largest project yet and involves writing your own game called "Schlabo". The player moves his avatar at the bottom of the screen and has to shoot the enemy that moves randomly at the top.
Contents:
* Performance
* Game API
* Game loop
* GameCanvas
* Bitmaps
* Sprite
* Layer and TiledLayer
* LayerManager
Exercise 1 (10 Points) Define a FixdLenStringList class that encaps.pdffms12345
EX 25-15 Decision on accepting additional business Brightstone Tire and Rubber Company has
capacity to produce 170,000 tires. Brightstone presently produces and sells 130,000 tires for the
North American market at a price of $175 per tire. Brightstone is evaluating a special order from
a European automobile com- pany, Euro Motors. Euro is offering to buy 20,000 tires for $116
per tire. Brightstone\'s accounting system indicates that the total cost per tire is as follows: OBJ.
1 $ 56 Direct materials Direct labor Factory overhead (60% variable) Selling and administrative
expenses (45% variable) Total 25 26 $129 Brightstone pays a selling commission equal to 5% of
the selling price on North Ameri- can orders, which is included in the variable portion of the
selling and administrative expenses. However, this special order would not have a sales
commission. If the order was accepted, the tires would be shipped overseas for an additional
shipping cost of $7.50 per tire. In addition, Euro has made the order conditional on receiving
European safety certification. Brightstone estimates that this certification would cost $165,000.
a. Prepare a differential analysis dated January 21 on whether to reject (Alternative 1) or accept
(Alternative 2) the special order from Euro Motors. b. What is the minimum price per unit that
would be financially acceptable to Brightstone?
Solution
1.
2.Differential AnalysisReject Order (Alt. 1) or Accept Order (Alt.2)January 21Reject
OrderAccept OrderDifferential Effect on Income(Alternative 1)(Alternative 2)(Alternative
2)Revenues 22,750,000 25,070,000
2,320,000(130000*175)(130000*175)+(20000*116)CostsDirect Materials
7,280,000 8,400,000 1,120,000(130000*56)(150000*56)Direct
Labor 2,860,000 3,300,000
440,000(130000*22)(150000*22)Variable Factory Overhead 1,950,000
2,250,000 300,000(60% of
25)(130000*60%*25)(150000*60%*25)Variable Selling and Admin Expenses15210001580000
59,000(45% of 26)(130000*45%*26)(130000*45%*26)+(20000*2.95Shipping cost
- 150,000
150,000(20000*7.5)Certification cost -
165,000 165,000Income (Loss) 9,139,000
9,225,000 86,000Bright stone should accept the special order from Euro Motors.
#include <iostream>
#include <fstream>
#include "Opening.h"
#include "Game.h"
#include <stdlib.h>
using namespace std;
int GetNumOpenings();
void CompareOpenings(Opening openings[], int numOpenings);
string DetectOpening(Game *game, Opening opening);
string GetString();
void Menu();
void ReadOpenings(Opening arr[], int size);
void PrintOpenings(Opening arr[], int size);
int main()
{
Menu();
return 0;
}
void Menu(){
int numOpenings = 0;
numOpenings = GetNumOpenings();
Opening openings[numOpenings];
ReadOpenings(openings, numOpenings);
while(true){
int action;
cout<<"Print Stored Openings (1)"<<endl;
cout<<"Load Game File (2)"<<endl;
cout<<"Exit (0)"<<endl<<endl;
cout<<"Enter action:";
cin>>action;
cin.ignore();
cout<<endl;
switch(action){
case 0:
cout<<"Exit Selected"<<endl;
break;
case 1:
PrintOpenings(openings, numOpenings);
break;
case 2:
CompareOpenings(openings, numOpenings);
break;
default:
cout<<"Invalid Action"<<endl;
}
if(action == 0)
break;
}
}
string GetString(){
string filename;
cout<<"Please enter game filename:";
cin>>filename;
cin.ignore();
return filename;
}
int GetNumOpenings(){
ifstream infile;
infile.open("openings.txt");
int numOpenings;
infile>>numOpenings;
infile.close();
return numOpenings;
}
void CompareOpenings(Opening openings[], int numOpenings){
//FILL IN
}
string DetectOpening(Game *game, Opening opening){
//FILL IN
//remove this return statement
return " ";
}
void PrintOpenings(Opening arr[], int size){
//FILL IN
}
void ReadOpenings(Opening arr[], int size){
//FILL IN
}
B
26
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Objective: The main objective of this assignment is checking the students’ ability to work with ADTs. In this week's assignment, you will be writing the interface of an ADT in order to conform to the requirements of a larger application.
Description: You have been tasked with implementing a program that can read chess games from a file and detect whether the initial moves (opening) matches any of the stored openings (also read from a file). Note that the program does not compile successfully as it is missing ADT definitions which you will implement.
For example, the position in Figure 1, which corresponds to the first 5 moves, is called the “Italian Game”.
Figure 1.
Similar to Introduction to Game Programming: Using C# and Unity 3D - Chapter 6 (Preview) (20)
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AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI AppGoogle
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Introduction to Game Programming: Using C# and Unity 3D - Chapter 6 (Preview)
1. Vahé Karamian
185
Chapter 6 – Creating Battleship
Historical Background
The game of Battleship is thought to have its origins in the French
game L'Attaque played during World War I. The game is said to have
been played by Russian officers before World War I. The first commer-
cial version of the game was Salvo, published in 1931 in the United
States by the Starex company. Other versions of the game were printed
in the 1930s and 1940s, including the Strathmore Company's Combat:
The Battleship Game, Milton Bradley's Broadsides: A Game of Naval
Strategy and Maurice L. Freedman's Warfare Naval Combat.
Figure 68-Grid Sample Layout
Battleship was one of the earliest games to be produced as a com-
puter game, with a version being released for the Z80 Compucolor in
1979. Many computer editions of the game have been produced since.
In Clubhouse Games for the Nintendo DS, Battleship is known as Grid
Attack. It is played on an 8×8 grid, and includes slight variations, such
as 4-player gameplay, various ship sizes and shapes, as well as the op-
tion to make the ships touch each other.
2. Unity 3D – Game Programming Intro
186
Game Play
The game is played on four grids, two for each player. The grids
are typically square – usually 10×10 – and the individual squares in the
grid are identified by letter and number. On one grid the player arranges
ships and records the shots by the opponent. On the other grid the player
records his/her own shots.
Before play begins, each player secretly arranges their ships on
their primary grid. Each ship occupies a number of consecutive squares
on the grid, arranged either horizontally or vertically. The number of
squares for each ship is determined by the type of the ship. The ships
cannot overlap (i.e., only one ship can occupy any given square in the
grid). The types and numbers of ships allowed are the same for each
player. These may vary depending on the rules.
Type of Ship Size
Aircraft Carrier 5
Battleship 4
Submarine 3
Destroyer 3
Patrol Boat 2
After the ships have been positioned, the game proceeds in a series
of rounds. In each round, each player takes a turn to announce a target
square in the opponent's grid which is to be shot at. The opponent an-
nounces whether or not the square is occupied by a ship, and if it is a
"miss", the player marks their primary grid with a white peg; if a "hit"
they mark this on their own primary grid with a red peg. The attacking
player notes the hit or miss on their own "tracking" grid with the ap-
propriate color peg (red for "hit", white for "miss"), in order to build up
a picture of the opponent's fleet.
The player who successfully locates all their opponent’s ships first
by hitting each square they occupy is the winner as all ships have been
destroyed.
3. Vahé Karamian
187
Game Plan for Implementation
Since we have a good understanding of the game and the game
rules, we can start thinking about how to implement our version of the
Battleship board game.
The first thing we should concentrate on is creating the board on
which we are going to play our game. Representing the board digitally
in the computer memory is going to be simple based on the rules that
we have. There are two items we need to think about (1) representing
the board visually (2) keeping track of board data.
Let’s take a look and see how we are going to represent our board
visually. We know that the board is going to be of size N x N. In this
case we have decided to make it a 10 x 10 board. The next step is to
determine how we are going to represent each single unit on the board.
To make it easier, we can use a cube with the following scale vec-
tor: <1,0.1,1> in the <x,y,z> coordinates. This will give us a nice unit
base for the board.
Figure 69-Base Board Unit
4. Vahé Karamian
189
public Text lblBoardPosition;
public int ROW;
public int COL;
public bool OCCUPIED;
// Use this for initialization
void Start () {
this.OCCUPIED = false;
}
// Update is called once per frame
void Update () { }
}
Code Block 44-BoardUIVer1 Class Definition
A simple class that will store the row and column data for the unit.
A reference to the UI Text Label for the unit so it can be updated when
it has been instantiated, and finally a Boolean variable that indicates if
the unit is occupied or not.
The Steps to Create Board Unit:
1. Create a Cube primitive
GameObject, name it
BoardUnit.
2. Change the scale to be
<1,0.1,1> on the <x,y,z>
3. Create a new Material type
called BoardUnit
4. Assign your preferred texture
to the Albedo property under
Main Maps.
5. Assign the new material to the
BoardUnit GameObject
6. Create a new .cs script named
BoardUIVer1.cs
7. Enter your script code and as-
sign the script to BoardUnit
GameObject
5. Unity 3D – Game Programming Intro
192
4. Now you will need to assign the BoardUnit prefab to the
public variable named BoardUnitPrefab.
When you run the game, you will notice the board that has been
generated.
Figure 72-Showing Details per Board Unit
If you look closely, you will notice that information for each board
unit is being displayed properly. There are many reason we would like
to see these information. First, it is a visual way to pin-point each board
unit, which leads to the more important reason, debugging! We can
quickly debug our logic and identify the values we get behind the scene
with the actual visual representation. You will see the benefit as we
progress.
Since this is a board game, we need to somehow keep track of the
state of the board throughout its life, and also be able to select a partic-
ular location on the main board for placing our GameObjects and
interacting with them. So let’s see how this portion would be done.
Assuming that we will use our mouse pointer to locate and position
our pieces, and also submit the attack command, we will have to cap-
ture the mouse position and convert the mouse position into our 3D
6. Vahé Karamian
193
space. There are two features that will enable us to perform these oper-
ations, one is the actual Input object which will provide us with the
mouse position, and the next is a combination of a Ray object and using
the Physics engine to perform a Raycast to determine if we have hit an
object in the scene or not. The following code-block will illustrate this
operation.
NOTE: The code block is partial listing of the Update() function18
.
if (Input.mousePosition != null)
{
// capture the mouse position and cast a ray to see what object we
hit
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out tmpHitHighlight, 100))
{
BoardUIVer1 tmpUI = tmpHitHighlight.transform.GetCompo-
nent<BoardUIVer1>();
if (tmpHitHighlight.transform.tag.Equals("board") &&
!tmpUI.OCCUPIED)
{
BoardUIVer1 boardData = board[tmpUI.ROW,
tmpUI.COL].transform.GetComponent<BoardUIVer1>();
if (tmpHighlight != null)
{
if(boardData.OCCUPIED)
tmpHighlight.GetComponent<Renderer>().material.color =
Color.red;
else
tmpHighlight.GetComponent<Renderer>().material.color =
Color.white;
}
if(this.tmpBlockHolder != null)
{
Destroy(this.tmpBlockHolder);
}
if(this.PLACE_BLOCK)
{
this.tmpBlockHolder = new GameObject();
this.OK_TO_PLACE = true;
if (!this.vertical && (tmpUI.ROW<=10-this.blockSize))
{
for(int i=0; i<this.blockSize; i++)
{
18
Full listing of the function will be provided in the upcoming sections.
7. Vahé Karamian
195
}
visual.transform.parent = this.tmpBlockHolder.trans-
form;
}
}
}
tmpHitHighlight.transform.GetComponent<Renderer>().mate-
rial.color = Color.blue;
tmpHighlight = tmpHitHighlight.transform.gameObject;
}
}
}
Code Block 46-Highlighted Lines for Mouse Position and Raycasting
Let’s discuss only the section of the code that deal with the mouse
position and Ray casting. The first if statement check to see if we have
a mouse position. If we do, we convert that mouse position to a Ray
object using the built in function provided by the Camera class. Once
we have a ray object, we use the Physics engine’s Raycast function to
cast a ray and one of the parameters for the raycast function is an out
variable named tmpHitHighlight that will return a GameObject if we
do hit anything within the active camera view.
Remember, tmpHitHighlight is a GameObject that represents our
board unit. The board unit Prefab has a script attached to it called
BoardUIVer1.cs which is used to update the visuals of the board unit
as well as store the state of that particular board unit. Therefore based
on our design we know that we at this time, the only object we can
technically hit through the raycast is the board unit. So what we are
doing is getting the components attached to the board unit using the
GetComponent<>() function and we store the returned object in a var-
iable called tmpUI.
The next step is to detect if we are actually hitting a board
GameObject. This is detected by checking the tag on the GameObject
we just hit by the raycast. The idea here is that if we are a board type
object and the board unit we are currently pointing to is not occupied,
we execute the next logical block. First we get the board data from our
two dimensional array by supplying the row and column of the hit
8. Vahé Karamian
197
Notice that the GameObject is composed of several other
GameObjects. One is a Canvas which is used for displaying the label
of the BoardUnit. AttackPosition is an empty GameObject used inter-
nally for rendering graphics. CubeWreck is another nested GameObject
that represents the visual aspect of a hit on the BoardUnit. You will see
how these items are being constructed and used when we start looking
at the source code.
BoardUnitEnemy is a duplicate of BoardUnityPlayer, the structure
is exactly the same. The only difference between the two is the Tag and
a few other configuration elements. We will also take a look at them
when discussing the source code.
CubeWreck is the prefab that represents the visual representation
of a hit to a board unit that is occupied by a ship. It is the combination
of two Cube primitives at specified angles to give us some nice visual
effect.
Figure 74 - CubeWreck Prefab
The Prefabs we just described are not present in the live scene dur-
ing design time. They will be instantiated during the game play. Now
let’s take a look at the GameObjects that are going to be present at de-
sign time in the scene.
_BackgroundMusic is an empty GameObject that is solely used to
store and manage an Audio Source. It basically plays the background
music for the level.
Main Camera is the GameObject representing the camera in the
scene. By default, whenever you create a scene, a Camera GameObject
9. Vahé Karamian
199
Game Flow + Logic
The following diagram is a high level visual representation of the
game flow. As a good rule of thumb, before you start any project, it is
a good idea to sketch out and capture some high level representation of
how your program will flow.
Figure 75 - Game Flow High Level
To quickly summarize the diagram, when the game initially starts,
the player is asked to place his/her pieces on the designated board19
.
When the player has completed placing their pieces, then the computer
will start to place its pieces. Once the player and the computer have
placed all of the necessary pieces, the game starts!
19
Note, that we have not captured the details of checking the board for proper placement
of the pieces, nor did we capture the change of orientation while placing the pieces on the
board.
10. Vahé Karamian
201
As illustrated, the player needs to first select a piece to be placed
on the board. When a piece is selected, then he/she has to select where
they would like to place the piece on the board, and in what orientation.
There are only two orientations available, horizontal and vertical.
When a given board unit is selected, the computer checks to see if
there is enough room for the placement of the piece, it also check to see
if the whole length of the selected ship is clear for placement. That is,
if there are no pieces placed already placed on the path of the newly
selected piece. This process keeps repeating until all pieces have been
successfully placed onto the board.
Next, the computer starts placing its pieces.
Figure 77 - A.I. Ship Placement Flow Diagram
The A.I. goes through a similar process when it is placing its own
playing pieces onto the board. It starts by selecting the next available
piece to be placed, then it randomly decides what orientation it wasn’t
to place the piece, next it decides the coordinates on the playing board,
once that is determined, then it starts going through the process of
checking and verifying if the selection is valid for placement or not. If
11. Vahé Karamian
203
Figure 78 provides a more detailed view of how the internal game
logic is once both the player and the A.I. have placed their ships onto
their respective boards. Each player gets a chance to select a board unit
when it is their turn, if the selected board unit is occupied by the oppo-
nents piece, then we have a hit, several operations happen behind the
scene by the game manager for accounting and also visual and audio
representation, finally the game manager checks to see if the player has
hit all of the opponent’s pieces, and if so, the game is over.
The A.I. starts with similar logic and the program performs the
same steps for the hit or miss criteria, however, there is a backtracking20
algorithm developed for the A.I. if there is a hit! This is basically the
code that actually give the A.I. its intelligence. It determines what the
best next move is for the A.I. if the A.I. has a hit. In the meantime the
game manager also checks to determine if the A.I. has hit all of the
play’s pieces, and if so, the game is terminated with the A.I. being the
winner.
As you can see, even for a simple game, there is a lot of planning
to do as a designer and programmer. The diagrams are provided to
make it easier to visualize the flow of the program. We will look at the
implementation in a different section.
Game User Interface
As any other application, a game also needs to provide a Graphical
User Interface (GUI) to the user. The GUI of your game is a means of
how the user will interact with your game. Generally speaking, the GUI
of an application and or a game is driven by the features and goals of
that particular application and or game.
Typically the GUI has to display meaningful information to the
end user. The information are data related to the environment. For in-
stance, in our game, we need a means for the player to select the pieces
that are needed to be placed onto their board, we also need a means to
20
Backtracking is a general algorithm for finding all (or some) solutions to some com-
putational problems, notably constraint satisfaction problems, that incrementally builds
candidates to the solutions, and abandons each partial candidate c ("backtracks") as soon as it
determines that c cannot possibly be completed to a valid solution.
12. Vahé Karamian
205
Display player’s pieces to be placed onto the player’s board
before the game starts.
Visually represent the board pieces after player has posi-
tioned them onto the board.
Display scores for both the player and the enemy.
Visually represent a hit on both the player’s board and the
enemy’s board.
Background music for the game.
Sound FX when there is a hit on either the player’s board
or the enemy’s board.
Given our list of inputs and outputs, we can come up with a sketch
representing the layout of how we would like our GUI to be designed.
These process usually will take some time and effort and it will most
likely go through a few iterations before you settle down on a final de-
sign.
Figure 80 - Game GUI Score Display