This document provides a project report for a social network game called Necro-Wars developed by Kartik Arora during a 6-week training. The report includes an introduction to the programming environment used, an overview of the game, a user manual, project design diagrams, test cases, and lessons learned. The game is developed using Java servlets, JSP, JDBC, and Oracle 10g database on the NetBeans platform. It allows players to battle each other, earn rewards, and upgrade their character in the shop.
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MESSAGE ALERT Give Broadcast messages to all members or specific members of the family.
THREAT ALERT Alert the family members in any case of threat like someone tries to break the door using vibration sensor. Alert with image captured.
VISITOR'S HISTORY Store the Door accessing history.
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Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
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Kartik Necro-wars Project Report
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Submitted by:
Kartik Arora
PROJECT REPORT
( SIX WEEK TRAINING )
Necro-Wars
(a social network game)
Submitted by
Kartik Arora
Roll No 101103044
Trained at
Keptbug Technologies, Noida
Department Of Computer Science and Engineering
THAPAR UNIVERSITY, PATIALA
(Deemed University)
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Kartik Arora
DECLARATION
I hereby declare that the project work entitled “Necro-wars” is an authentic record of my own work carried out at
Keptbug Technologies, Noida as requirements of 6-week summer training for the award of degree of B.E. (Computer
Science & Engineering), Thapar University, Patiala.
(Signature of student)
Kartik Arora
101103044
Date: ___________________
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Kartik Arora
ACKNOWLEDGEMENT
I take this opportunity to express my profound gratitude and deep regards to my guide Dr. Maninder
Singh for his exemplary guidance, monitoring and constant encouragement. The blessing, help and
guidance given by him time to time shall carry me a long way in the journey of life on which I am
about to embark.
I also take this opportunity to express a deep sense of gratitude to Mr. Vivek, Java Developer,
KeptBug Technologies, for his cordial support, valuable information and guidance, which helped me
in completing this task through various stages.
I am obliged to staff members of KeptBug Technologies, for the valuable information provided by
them in their respective fields. I am grateful for their cooperation during the period of my
assignment.
Lastly, I thank almighty, my parents and my brother, sisters and friends for their constant
encouragement without which this project would not be possible.
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Kartik Arora
Table of Contents
INTRODUCTION .............................................................................................................6
INTRODUCTION TO PROGRAMMING ENVIRONMENT .....................................7
ORACLE 10G .................................................................................................................................................. 7
SERVLET ........................................................................................................................................................ 8
JSP ............................................................................................................................................................... 9
JDBC............................................................................................................................................................ 9
NET BEANS .................................................................................................................................................. 10
Net Beans Platform.............................................................................................................................. 10
SYSTEM REQUIREMENTS.........................................................................................11
HARDWARE REQUIREMENTS............................................................................................................................ 11
SOFTWARE REQUIREMENTS ............................................................................................................................ 11
OVERVIEW OF NECRO-WARS .................................................................................12
SOFTWARE GAME ENGINE................................................................................................................................ 12
GAME DESCRIPTION ....................................................................................................................................... 13
PLAYER BOOSTS ............................................................................................................................................. 13
ITEMS.......................................................................................................................................................... 14
USER MANUAL..............................................................................................................16
BATTLE BAR .................................................................................................................................................. 16
INVENTORY................................................................................................................................................... 16
LOGIN.......................................................................................................................................................... 17
REGISTER ..................................................................................................................................................... 18
THE BOARD................................................................................................................................................... 19
THE SHOP..................................................................................................................................................... 20
LEADER BOARD.............................................................................................................................................. 21
PROJECT DESIGN ........................................................................................................22
CONTEXT FLOW DIAGRAM .............................................................................................................................. 22
DFD LEVEL-1................................................................................................................................................ 22
SEQUENCE DIAGRAM ...................................................................................................................................... 23
ACTIVITY DIAGRAM......................................................................................................................................... 24
STATE DIAGRAM ............................................................................................................................................ 25
CLASS DIAGRAM ............................................................................................................................................ 26
ER DIAGRAM................................................................................................................................................. 27
USE-CASE DIAGRAM ....................................................................................................................................... 28
DECISION TREE .............................................................................................................................................. 29
WORK PROGRAM ........................................................................................................30
TEST CASES ...................................................................................................................31
LESSON LEARNT..........................................................................................................33
FUTURE SCOPE OF THE PROJECT.........................................................................34
REFERENCES ................................................................................................................35
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Introduction
This report describes the process involved in making a simple social network game with Java. Using
jsp pages, sql database along with Java, I created Web based game where the players fight other
players to gain rewards and strength in the game.
This report discusses the game overview, including the description and game mechanics, and then
focuses on the game design, describing how the game is implemented and the programming
functions and
Technologies used in the design.
The Necro-Wars is an online game implemented as a browser game.
Some of the distinct features of this genre of games are:
Asynchronous Gameplay
This allows rules to be resolved without needing players to play at the same
time.
Community
Some quests or goals may only be possible if player „shares‟ his game with friends as
allies.
No Victory Condition
The game never ends and no one is ever declared "winner".
Virtual Currency
Social network games use "virtual currency", which players usually must purchase
with real-world money. With the in-game currency players can buy upgrades that
would otherwise take much longer to earn through in-game achievements.
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INTRODUCTION TO PROGRAMMING ENVIRONMENT
Oracle 10g
The Oracle Database (commonly referred to as Oracle RDBMS or simply as Oracle) is an object-
relational database management system produced and marketed by Oracle Corporation.
Oracle is a database Management system used to create and alter databases. A database
defines a structure for storing information. In a database, there are tables. Just like Swings tables,
database tables contain rows, columns, and cells. Databases are useful when storing information
categorically. My application has database with the many tables like "Players", "Battle”, etc. One
great thing about Oracle is that it can be used to support web based database applications.
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Java Servlet
The servlet is a Java programming language class used to extend the capabilities of a server.
Although servlets can respond to any types of requests, they are commonly used to extend the
applications hosted by web servers, so they can be thought of as Java Applets that run
on servers instead of in web browsers. These kinds of servlets are the Java counterpart to other
dynamic web content technologies such as PHP and ASP.NET.
Servlets are most often used to:
Process or store data that was submitted from an HTML form
Provide dynamic content such as the results of a database query
Manage state information that does not exist in the stateless HTTP protocol, such as filling
the articles into the shopping cart of the appropriate customer
Technically speaking, a "servlet" is a Java class in Java EE that conforms to the Java Servlet API, a
protocol by which a Java class may respond to requests. Servlets could in principle communicate
over any server protocol, but they are most often used with the HTTP protocol. Thus "servlet" is
often used as shorthand for "HTTP servlet". Thus, a software developer may use a servlet to
add dynamic content to a web server using the Java platform. The generated content is
commonly HTML, but may be other data such as XML. Servlets can
maintain state in session variables across many server transactions by using HTTP cookies, or URL
rewriting.
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Kartik Arora
JavaServer Pages (JSP)
JavaServer Pages (JSP) is a technology that helps software developers create dynamically generated
Web pages based on HTML, XML, or other document types. Released in 1999 by Sun
Microsystems, JSP is similar to PHP, but it uses the Java programming language.
To deploy and run JavaServer Pages, a complete Web server with a servlet container, such as Apache
Tomcat or Jetty, is required.
Architecturally, JSP may be viewed as a high-level abstraction of Java servlets. JSPs are translated
into servlets at runtime; each JSP's servlet is cached and re-used until the original JSP is modified.
JSP can be used independently or as the view component of a server-side model–view–
controller design, normally with JavaBeans as the model and Java servlets (or a framework such
as Apache Struts) as the controller. This is a type of Model 2 architecture.
JSP allows Java code and certain pre-defined actions to be interleaved with static we markup content,
with the resulting page being compiled and executed on the server to deliver a document. The
compiled pages, as Ill as any dependent Java libraries, use Java bytecode rather than a native
software format. Like any other Java program, they must be executed within a Java virtual
machine (JVM) that integrates with the server's host operating system to provide an abstract
platform-neutral environment.
JSPs are usually used to deliver HTML and XML documents, but through the use of OutputStream,
they can deliver other types of data as Ill.
The Web container creates JSP implicit objects like pageContext, servletContext, session, request &
response.
Java Database Connectivity (JDBC)
JDBC stands for "Java Database Connectivity". It is an API (Application Programming Interface)
which consists of a set of Java classes, interfaces and exceptions and a specification to which both
JDBC driver vendors and JDBC developers adhere when developing applications. The JDBC API is
a Java API that can access any kind of tabular data, especially data stored in a Relational Database.
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Kartik Arora
NETBEANS
NetBeans is an integrated development environment (IDE) for developing primarily with Java, but also
with other languages, in particular PHP, C/C++, and HTML5. It is also an application
platform framework for Java desktop applications and others.
The NetBeans IDE is written in Java and can run on Windows, OS X, Linux, Solaris and other
platforms supporting a compatible JVM. The NetBeans Platform allows applications to be developed
from a set of modular software components called modules. Applications based on the NetBeans
Platform (including the NetBeans IDE itself) can be extended by third party developers.
The NetBeans Platform is a reusable framework for simplifying the development of Java Swing desktop
applications. The NetBeans IDE bundle for Java SE contains what is needed to start developing
NetBeans plugins and NetBeans Platform based applications; no additional SDK is required.
Applications can install modules dynamically. Any application can include the Update Center
module to allow users of the application to download digitally signed upgrades and new features
directly into the running application. Reinstalling an upgrade or a new release does not force users to
download the entire application again.
NET BEANS PLATFORM
The platform offers reusable services common to desktop applications, allowing developers to focus
on the logic specific to their application. Among the features of the platform are:
User interface management (e.g. menus and toolbars)
Storage management (saving and loading any kind of data)
Window management
Wizard framework (supports step-by-step dialogs)
NetBeans IDE is a free, open-source, cross-platform IDE with built-in-support for Java Programming
Language.
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Kartik Arora
System Requirements
HARDWARE:
Processor Pentium 4 and above
Clock speed 800 MHz and above
RAM 128mb and above
Keyboard 104 keys
Mouse
SOFTWARE:
Operating System Window 98 and higher version or linux or mac os
Tools JDK
Front end Java/Jsp
Backend Oracle 10g
Development S/W NetBeans
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Kartik Arora
Overview of Necro-Wars
The Primary objective of the game is to beat other players in simulated battle.
The player gains xp (experience points) and coins (as rewards) during the course of the game. The
Player can use these coins to upgrade himself into a better gear for future battles.
The game has Public Player Statistics i.e. Information regarding players‟ game instances are
publicly available.
Massively Single-Player Online Games
Software/Game Engine:
The Battle logic is coded in Java.
When a battle starts, two instances of the class Player are initialized based on the preferences of the
user and his enemy.
Then these two instances run in a time-sharing environment and try defeating the other. The threads
are at regular interval put to sleep for a small randomly generated time period so that both of the
Player instances are equally win.
There is also a feature of potion. The players fighting, at regular intervals inflicted with potion
effects. The user can improve the odds of getting this potion effect by buying extra potions from the
Shop.
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Kartik Arora
Game Description
In the Game, the user creates a player and then chooses to battle with various other players registered
on the server.
Based on the battle, the winning Player is awarded some coins as a reward.
These coins are the currency to buy various upgrades for the Player from the Shop.
The Shop sells Armor, Weapons and Potions to the Player.
These items increase the odds of the player winning in a battle.
Player Boosts
1. XHEALTH
Boosts the damage resistance of a Player.
2. XDAMAGE
Boosts the amount of damage a Player can inflict in a single attack.
3. XPOTIONS
Boots the frequency in which Player uses healing potions.
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Kartik Arora
Items
1. Iron Chestplate
2. Iron Helmet
3. Iron Boots
4. Leggings
Effect :10 Extra Health
Cost : 5 coins
Effect :5 Extra Health
Cost : 2 coins
Effect :5 Extra Health
Cost : 2 coins
Effect :10 Extra Health
Cost : 4 coins
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Kartik Arora
5. Sword
6. Potion Bottle
Effect :5 Extra Damage
Cost : 10 coins
Effect :5 Extra Potions
Cost : 10 coins
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User Manual
Battle Bar
It is displays your player ID and the number of coins you have.
And also here you select a player you want to fight and press the Battle button to begin the
simulation.
Inventory
It displays you current armor and Weapons.
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Kartik Arora
The Shop
The Shop also sells armor and weapons which are very useful for the Player.
Extra armor increases the Base health at which the player spawns at and Weapon will
increase the damage a player can deal in a single stroke.
The players earn credits based on their performance in a battle. These credits are then used as
currency in the Shop.
The shop interface is implemented using jsp pages and the sale of a product are a result of
few sql queries which update the player instance depending on the equipment bought.
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Kartik Arora
Details of work including work program
Week 1:
Revision of Object Oriented Programming technologies.
Functions and constants of C++.
Introduction to java
Principles such as Abstraction, Encapsulation, Polymorphism
Week 2:
Keywords of java(Final,Static etc)
Introduction to inheritance in Java.
Week 3:
Interfaces In java
Concept of inner classes
Packages
MultiThreading in Java
Week 4:
Strings
Servlets
Week 5:
I/O streams in Java
Exception handling
JDBC
JSP
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Test Cases
If login info incorrect/empty on the Login Page.
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If User does not have Sufficient Coins to complete the purchase.
If user already has the item he has opted to purchase.
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Kartik Arora
Lessons Learned
Written Portion/Design: I learned that it is best to start the proposal and design stages early on
so as to hammer out a project design that would allow for completion before the deadline.
Additionally, I have found that stating specific parameters during the design phase makes the
actual development far more routine and mechanical. Certain areas of our project were
ambiguously defined, thus I had to spend extra time during development to hammer out aspects
that should‟ve been specified during the design phase.
Programming Portion/Software: I learned that it is best to plan out sub-modular components of
the game-engine in detail before actually beginning to code. Although these segments of code
serve fairly trivial functions, such as score-keeping, they did take a disproportionate amount of
time to implement due to insufficient prior planning. Although these small segments of code
usually do not fall under the design document, I recommend that smaller non-critical features
should nevertheless be thought out during the beginning of the implementation phase, prior to
actual coding. User customization of game parameters, though not originally part of the design
document, nevertheless proved extremely helpful in the testing stage. The user customization
code, allows for a very quick and simple means of changing the parameters of the game without
actually changing any of the game code.
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Kartik Arora
Future Scope of the Project
Incorporating a clan/team battles.
Many more weapons, armor and potion to be incorporated.
Including chat facility within the game to increase interaction among players.
Including random drop system during battle.
Armor and weapons to have durability.
Item in shop to have minimum level requirement along with coins.
Adding Virtual currency.
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Kartik Arora
References
The following resources have been used to fulfill the requirements of the proposed project and are
helpful in the understanding, development and the maintenance of the project:
google.com
http://en.wikipedia.org/wiki/Social_network_game
http://stackoverflow.com
Websites Visited:
www.javatpoint.com
www.w3schools.com
www.corejavaprogrammers.com
www.javaguru.com
www.javaexamples.com