This document summarizes several games created by students in a Java programming class. It includes brief descriptions of the games Pong, Frustration, and HappyKim. For each game, it provides the motivation for creating the game, an overview of its design including key classes, and any challenges faced during development. The document concludes by thanking several people for their support of the class projects.
1. Games in Java
Department of Computer Science
Professor Yi Chen
HappyKim
Jennifer Villacis
Elisabeth Domond
Jose Munoz-Lopez
Pong
Jesus Gonzalez
James Laskey
Frustration
Erwin Aguilar
Reuben Orihuela
2. Basic Introduction to Java
• Class= a functioning part of a project
• Method= a command
• Variable = name for an object
• Line (X1,Y1,X2,Y2, canvas);
• FramedRect (x, y, width, height, canvas)
• FilledRect
• FramedOval/FilledOval
• Text
• Set Size
• Set Font
• Set Color
• Oval1.setColor(Color.ORANGE)
• Public void begin (): Starts effects once
canvas is opened. Other options include:
• onMouseClick
• onMousePress/onMouseRelease
• onMouseEnter/onMouseExit
• onMouseDrag
5. Pong
Why?
Pong is one of the first classic games to achieve
mainstream popularity.
The coding of Pong is a fun and enjoyable
experience!
Design:
Pong: The skeleton of the game, it displays the frame
and controls the paddles.
MovingPongBall: Controls the movement of the
pong ball.
Challenges:
1.It was difficult to code for the ball to stay within the
boundaries and bounce off the paddles.
2.Controlling the direction of the ball and where it
would head towards.
3.Having the top paddle be controlled by the mouse
keys.
4.Finalizing the game and making sure it runs
smoothly without lag.
7. Frustration
Why?
• The purpose of our game is to frustrate
people as much as possible.
Design:
Frustration controller(contains methods)
Falling tile (contains object animations)
Challenges:
• Making the original idea a reality
• Coding in the correct order
8.
9. HappyKim
Why?
• It is a very well known game, so we
thought it would be fun to
recreate it.
• We thought it would be simple to
work with and to add our own
designs and animations.
Design:
Classes:
Controller-contains all the methods
Bird- used to control falling ball
animation
Tubes- used to create the tubes
Tubes Controller- used to control the
motion of the tubes
Challenges:
• It was difficult to program the
“bird” falling object to jump at
specific shifts.
• In addition, it was difficult to
program the motion of the tubes
and to generate random tube
heights.
10. Conclusion
We would like to give a
special Thank You to:
Sergio Marin
Dr. Maria Tucker
Professor Chen
Dunmi Alabi