Minor Project Report in Java
Minor Project Report in Java
Submitted to
SUBMITTED TO:
MR DEVRAJ SINGH TOMAR, ASST PROFESSOR, CSE.
SUBMITTED BY:
SHIKHAR NAGAR (0126CS121104, VI SEM CSE)
VIPUL BHAVSAR (0126CS121119, VI SEM CSE)
SHUBHAM YADAV (1026CS121108, VI SEM CSE)
SUBMITTED TO:
MR DEVRAJ SINGH TOMAR, ASST PROFESSOR, CSE.
SUBMITTED BY:
SHIKHAR NAGAR (0126CS121104, VI SEM CSE)
VIPUL BHAVSAR (0126CS121119, VI SEM CSE)
SHUBHAM YADAV (1026CS121108, VI SEM CSE)
CERTIFICATE
This is to certify that the minor project entitled BAMKAAT
BAMKAAT
being submitted by SHIKHAR NAGAR, VIPUL BHAVSAR AND
SHUBHAM YADAV in partial fulfillment of the requirement for the
award of BE degree in Computer Science & Engineering to Oriental
College of Technology; Bhopal (m.p) is a record of bonafide work
done by him/her under my guidance.
INDEX
Sr.No.
Contents
Page No.
Abstract
Introduction
12
15
Conclusion
23
Future Scope
24
25
1. ABSTRACT
Bamkaat is a java applet based game which aims at checking the hand eye coordination of a
player.
Objective:Bamkaat is designed for fun and entertainment in which you have to diffuse the bombs by
clicking on them. Thus, better the hand eye coordination, higher the score.
Features of Bamkaat: Three modes of playing, story mode, time mode, practice mode.
Story mode has 3 levels in which the speed at which the bomb moves increases for every
level.
Time mode provides a time window of 90 seconds to play the game in which speed
increases after every 30 seconds..
Practice mode lets you play for infinite amount of time at a normal speed so that you can
grasp the game before actually playing it.
All the levels are equipped visual on screen tutorial about how to play the level.
At any point of the game if player wishes to move back to the main menu, he/she can do
so by pressing the ESC key on the keyboard.
2. INTRODUCTION
Bamkaat is a Java Applet game which is designed keeping in mind the visual look and feel a
player wants to have while playing a game. A game is played for fun and entertainment so its
necessary to have the levels and the hardness of levels to be challenging for the user. We have
tried to incorporate all these parameters while designing and developing Bamkaat.
To create more emotion in innovative future games, we want to know more about the role of
emotion in games and identify ways to create emotion other than story cutscenes. We see people
get angry, excited, and on occasion even cry. These reactions make us wonder how many
emotions do games create? What makes failing 80% of the time fun? Do people play to feel
emotions as well as challenge? If emotions are important to play, where do they come from? Do
people modify games to feel differently? Is it possible to build emotions into games by adding
emotion-producing objects or actions to game play rather than cut scenes?
We were curious about what could be said of all computer and video games and what, other than
story, triggers emotions. What types of internal and external experiences (inside and outside a
players head) do players appreciate and expect from games? We wanted to learn what adult
players thought made good game experiences, after all, not all games with good graphics and
advanced features are fun. A games value proposition is how it makes its customers think and
feel. We wanted to observe how popular games deliver these experiences, and consider how to
do it better.
1. Introduction:
The following subsections of the SRS document provide an overview of the entire SRS.
1. PURPOSE:
A goal that we will try to achieve. In example, the goal of Monopoly is make your
"friends" go busted while you are the richest man in the world (could be true, but its only
"your" world)
Last but not least, games require continuous feedback on what we are doing. In
monopoly, feedback is given through our friends giving us money for our streets. We did
something rigth and we get the confirmation of it. All the way around, when we pay, we
know we didnt do that much right. Negative feedback is also provided! Points system
are this kind of feedback that almost all games use.
2. SCOPE:-
Story Mode
Time Mode
Practice Mode
Story mode has 3 levels in which the speed at which the bomb moves increases for every
level.
Time mode provides a time window of 60 seconds to play the game in which speed
increases after every 20 seconds
Practice mode lets you play for infinite amount of time at a normal speed so that you can
grasp the game before actually playing it.
3. Technologies To Be Used:-
I.
II.
III.
GIF IMAGES: -The Graphics Interchange Format (better known by its acronym GIF)
is a bitmap image format that was introduced by CompuServe in 1987[1] and has since
come into widespread usage on the World Wide Web due to its wide support and
portability.
4. BENEFITS: In our hectic, modern lives, many of us focus so heavily on work and family commitments that
we never seem to have time for pure fun. Somewhere between childhood and adulthood, weve
stopped playing. When we do carve out some leisure time, we're more likely to zone out in front
of the TV or computer than engage in fun, rejuvenating play like we did as children. But just
because were adults, that doesn't mean we have to take ourselves so seriously and make life all
about work. We all need to play.
A. HARDWARE REQUIREMENTS:
Processor
RAM
128 MB
B. SOFTWARE REQUIREMENTS:
Operating System
Windows 8,7,XP,Linux,Mac
Browser Support
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WATERFALL MODEL
PROTOTYPE MODEL
EVOLUTIONARY MODEL
SPIRAL MODEL
WATERFALL MODEL
Feasibility study
Requirement
Analysis and
Specification
Design
Implementation
Integration and
System testing
Maintenance
WATERFALL MODEL
This model contains 6 phases:
Feasibility study
The feasibility study activity involves the analysis of the problem and collection of the relevant
information relating to the product. The main aim of the feasibility study is to determine whether
it would be financially and technically feasible to develop the product.
Design
The goal of this phase is to transform the requirement specification into structure that is suitable
for implementation in some programming language.
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A DFD also known as bubble chart has the purpose of clarifying system requirements and
identifying major transformations. It shows the flow of data through a system. It is a graphical
tool because it presents a picture. The D-day is partitioned into levels that represent increasing
information flow and functional detail. Four simple notations are used to complete a DFD. These
notations are given below:-
DATA FLOW: - The data flow is used to describe the movement of information from one
part of the system to another part. Flows represent detain motion. It is a pipe line through which
information flows. Data flow is represented by an arrow.
DATA STORE: - The data store represents a logical file. A logical file can represent either a
data store symbol which can represent either a data structure or a physical file on disk. The data
store is used to collect data atrest or a temporary repository of data. It is represented by open
rectangle.
OUTPUT: -The output symbol is used when a hard copy is produced and the user of the
copies cannot be clearly specified or there are several users of the output.
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LEVEL 0 DFD
MODE
PLAYER
SCORE
0.0
MODE
BAMKAAT
APPLET
CODE
INSTRUNC
TIONS
LEVEL 1 DFD
0.1
USER
0.2
STORY
MODE
USER
0.3
PRACTICE
MODE
TIME MODE
USER
USERS
SCORE
STORED SCORE
STORED
SCORE
USERS
SCORE
HIGH SCORES
HIGH SCORES
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STORED
SCORE
USERS
SCORE
HIGH SCORES
ACTOR: - An actor is models a type of role played by an entity that interacts with
subjects (e.g., by exchanging signals and data), but which is external to the subject (i.e.,
in the sense that an instance of an actor is not a part of instance of its corresponding
subject).
USE CASE: - A use case is the specification of a set of actions performed by a system,
which yields an observable result that, is, typically, of value for one or more actors or
other stakeholders of the system.
INCLUDE: - Include is a directed relationship between two use cases, implying that
the behavior of the included use case is inserted into the behavior of the including use
case.
EXTEND: - This relationship specifies that the behavior of a use case may be extended
by the behavior of another (usually supplementary) use case. The extension takes place at
one or more specific extension points defined in the extended use case.
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BAMKAAT
PLAYER
STORY
MODE
TIME
MODE
PRACTICE
MODE
EXIT
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OBJECT: Objects that are involved in interaction are placed on X-axis. Objects are senders and
receivers of message in the sequence diagram.
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6. CONCLUSION
Humans are motivated by order and we desire organization. Simple huh? Ever thought of
why games like Candy Crush or Bejewelled are so popular? Something inside your brain
is telling you: that's all messed up! Tidy it up now! (Like moms and kids, but in games
and without rewards).
Or another example, social contact and status. Two words that appear everywhere
nowadays, and that are the base of twitter, facebook, and any kind of social experience.
Nothing new though, once upon a time, Aristoteles said that humans were "social
animals".
Checking the list, we can also see that humans crave for acceptance, the feeling of being
part of something bigger than us, to be part of a group. A place to belong, and where to
find a better place to do so than in World of Warcraft or Guild Wars 2? Guilds are based
on comradeship and this kind of experiences.
Even Angry Birds, a casual game that appears to be as simple as throwing outrageous
birds to nasty piggies has a background "behind the scenes". Those piggies stole the
birds eggs, and those birds are YOUR birds. Vengeance IS REQUIRED!!! Joining dots?
If at this point, you are starting to realise that everything makes sense, wait until fun
enters the main scene, gaming is a riveting and thrilling world because....
.........the magic comes when we link this 16 factors to the 42 things that people consider
FUN....
7. FUTURE SCOPE
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There can be many advancements made to this game by adding various levels to the
game and even port this game to Android and IOS to increase the user base and make it
more interactive.
Reference: www.freesfx.com
Sounds From- Godsmack, Megadeath, Nirvana, Flash
www.wikipedia.com
www.youtube.com
www.scribd.com\
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