Capstone Project
Capstone Project
BACHELOR OF ENGINEERING
IN
AIDS
Submitted by
PRAVEENKUMAR G
(192424032)
TEJA M
(192424328)
Under the Supervision of
DR VINOTH D
SIMATS ENGINEERING
Saveetha Institute of Medical and Technical Sciences
Chennai-602105
AUGUST 2025
1
Abstract
The Interactive Snake Game is a classic arcade-style application developed using Java,
employing Java Graphics for rendering and event handling for user interaction. The
project demonstrates fundamental concepts of object-oriented programming, graphical
user interface (GUI) design, and real-time input processing. The game features a snake
that moves in a grid-based environment, growing in size upon consuming food while
avoiding collisions with the boundaries or itself. Java’s Graphics class is utilized for
drawing the snake, food, and background, while keyboard event handling (KeyListener)
enables responsive control of the snake’s direction. The game loop ensures smooth motion
and updates, creating an engaging, interactive experience. This project serves as both an
entertainment application and a practical example of integrating graphics with event-
driven programming in Java.
The Interactive Snake Game is a Java-based application designed to demonstrate core
concepts of graphics rendering, event handling, and modular programming. The game
challenges players to control a snake that grows in size by consuming food items while
avoiding collisions with the boundaries or itself. Java’s Graphics API is used to render the
snake, food, and game interface, while keyboard input provides smooth, real-time control.
Module 1: Game Mechanics and Graphics covers the essential gameplay logic, including
snake movement, food generation, collision detection, score calculation, and display. This
module ensures that the game operates with responsive performance and visually
appealing elements, offering an engaging and enjoyable experience for the user.
Module 2: Input, Scoring, and Game Control handles the game’s GUI design, state
management, and logical flow. The development process follows a structured approach—
starting with design boards and diagrams, implementing the snake’s logic, adding food
mechanics, managing collisions, and setting up input controls. This modular design not
only improves maintainability but also showcases effective integration of Java’s event-
driven programming and graphical capabilities.
2
Table of Contents
2 Acknowledgments ii
3 Chapter 1 – Introduction 6
8 Chapter 6 – Conclusion 13
9 References 14
10 Appendices 15
3
List of Figures and Tables
4
Acknowledgments
I would like to express my sincere gratitude to my faculty and mentors for their valuable
guidance, encouragement, and support throughout the development of this project. Their
constructive feedback and technical advice were instrumental in shaping the Interactive
Snake Game into its final form.
I am also thankful to my peers and classmates who provided helpful suggestions, shared
resources, and motivated me to improve the game’s design and functionality. Their input
greatly enhanced the overall quality of the project.
5
Chapter 1: Introduction
1.3 Significance
This project holds importance both as an educational exercise and as a practical
demonstration of applying Java programming skills. For students and developers, it
provides hands-on experience in graphics rendering, event-driven programming, and
modular code design. From a broader perspective, it showcases how simple games can be
developed and enhanced using modern programming techniques, encouraging innovation
and creativity in the software development field.
1.4 Scope
The scope of this project includes the implementation of game mechanics such as snake
movement, food generation, collision detection, scoring, and basic GUI design. The game
will run on a desktop environment using Java’s built-in libraries. Advanced features such
as multiplayer support, 3D graphics, or online gameplay are excluded from the current
scope but can be considered for future development.
6
Chapter 2: Problem Identification and Analysis
2.3 Stakeholders
The main stakeholders for this project include:
Students and Learners – who can use this project as a practical learning example to
improve programming skills.
Educators and Trainers – who can adapt the game’s code and methodology for
teaching purposes.
Game Development Enthusiasts – who may expand the game with additional
features.
Software Development Community – which benefits from open-source, beginner-
friendly Java game projects.
7
Chapter 3: Solution Design and Implementation
The development of the Interactive Snake Game followed a structured, modular approach to
ensure clarity, maintainability, and scalability. The process began with conceptual design,
which involved creating flowcharts, block diagrams, and wireframes to visualize game flow
and mechanics. This was followed by module-level coding—first implementing the snake’s
movement, food generation, and collision detection logic, then integrating scoring and GUI
features. Iterative testing was conducted after each major milestone to ensure stability and
responsiveness. Finally, refinements were made to improve visual quality, user experience,
and performance before final deployment.
Java Libraries: [Link] (for graphics), [Link] (for GUI), [Link] (for data
structures)
Module 2: Input Handling and Game Control – Manages keyboard inputs for
controlling snake direction, handles game state transitions (start, pause, game over),
and displays the score dynamically.
The game operates in a continuous loop that updates the snake’s position based on
user input and checks for collisions or food consumption at each iteration.
8
The project adheres to the following engineering and coding standards:
The inclusion of these standards ensured that the project was well-documented, reliable, and
easy to maintain. IEEE and ISO standards provided a framework for software quality
assessment, reducing the likelihood of errors and enhancing performance. The adherence to
Java Code Conventions made the codebase clean and understandable, supporting future
modifications or expansions. By combining modular development with industry standards, the
project achieved both technical efficiency and professional quality, ensuring its long-term
usability and relevance.
9
Chapter 4: Results and Recommendations
10
Chapter 5: Reflection on Learning and Personal Development
11
5.3 Application of Engineering Standards
Applying engineering standards such as IEEE 830 for requirements
documentation, ISO/IEC 9126 for software quality attributes, and Java Code
Conventions for coding discipline significantly improved the project’s quality and
maintainability. These standards ensured consistent formatting, clear documentation, and
robust design practices, resulting in a solution that is both professional and scalable for
future enhancements.
12
Chapter 6: Conclusion
The Interactive Snake Game project set out to address the challenge of bridging the gap
between theoretical programming knowledge and its practical application in creating
engaging, real-time applications. By leveraging Java’s Graphics API and event handling
capabilities, the project successfully implemented a fully functional game that demonstrates
smooth snake movement, responsive controls, dynamic scoring, and reliable collision
detection. The solution not only fulfilled the initial objectives but also provided a robust,
modular design that can be easily maintained and enhanced in the future.
This project holds significant educational value as it showcases how core programming
concepts—such as object-oriented design, data structures, event-driven programming, and
graphical rendering—can be integrated into a complete, functional application. Its importance
lies not only in delivering an entertaining game but also in serving as a practical learning tool
for students, educators, and programming enthusiasts seeking to understand real-world Java
application development.
Ultimately, the Interactive Snake Game demonstrates that even a simple game can provide a
rich platform for technical skill development, creative design, and problem-solving practice.
The project’s successful completion reflects the effectiveness of combining structured
development methodologies with industry standards, resulting in a solution that is both
technically sound and impactful in the context of software education.
13
References
1. Deitel, P. J., & Deitel, H. M. (2017). Java: How to program (11th ed.). Pearson.
2. Oracle. (2024). The Java™ tutorials: Trail: Creating a GUI with JFC/Swing.
3. Oracle. (2024). The Java™ platform, standard edition API specification. Oracle
Corporation. [Link]
1998). [Link]
7. Roberts, E. S. (2023). Java graphical programming with AWT and Swing. Stanford
University. [Link]
events. [Link]
14
Appendices
Appendix A – Source Code Snippets
import [Link];
public SnakeGame() {
[Link](new GamePanel());
[Link](JFrame.EXIT_ON_CLOSE);
[Link](false);
[Link]();
[Link](true);
[Link](null);
new SnakeGame();
15
A.2 Game Panel Logic ([Link])
import [Link].*;
import [Link].*;
import [Link].*;
import [Link];
int bodyParts = 6;
int applesEaten;
int appleX;
int appleY;
Timer timer;
16
Random random;
public GamePanel() {
[Link]([Link]);
[Link](true);
[Link](this);
startGame();
newApple();
running = true;
[Link]();
[Link](g);
draw(g);
if (running) {
17
[Link]([Link]);
if (i == 0) {
[Link]([Link]);
} else {
[Link]([Link]);
} else {
gameOver(g);
18
public void newApple() {
switch (direction) {
case 'U':
break;
case 'D':
break;
case 'L':
break;
case 'R':
19
x[0] = x[0] + UNIT_SIZE;
break;
bodyParts++;
applesEaten++;
newApple();
running = false;
if (x[0] < 0) {
running = false;
20
}
running = false;
if (y[0] < 0) {
running = false;
running = false;
if (!running) {
[Link]();
// Score
[Link]([Link]);
21
FontMetrics metrics1 = getFontMetrics([Link]());
[Link]([Link]);
[Link]("Game Over",
@Override
if (running) {
move();
checkApple();
checkCollisions();
repaint();
22
@Override
switch ([Link]()) {
case KeyEvent.VK_LEFT:
if (direction != 'R') {
direction = 'L';
break;
case KeyEvent.VK_RIGHT:
if (direction != 'L') {
direction = 'R';
break;
case KeyEvent.VK_UP:
if (direction != 'D') {
direction = 'U';
break;
case KeyEvent.VK_DOWN:
if (direction != 'U') {
direction = 'D';
23
}
break;
@Override
@Override
2. Controls:
3. Rules:
Eat food (red circles) to grow the snake and increase your score.
4. Scoring:
24
Appendix C – Diagrams
Flowchart of Game Logic – Showing the game loop, collision checks, and state
transitions.
25
26