Comp 152 Project 6: Graphics
Due Tuesday May 1st at 11:59pm. (Note this is reading day)
Objective:
The high level objectives of this lab are:
- Use graphics
- respond to new events (keyboard/mouse events)
- use basic data structures
- To design and complete a significant project from the specification
Details:
You are going to build a graphical game based on a simplified version
of the vintage game "Yars Revenge" (note not the sequal on the xbox).
If you've never played the game on one of those retro gaming platforms you can find a couple of screenshots below
Details:
You are going to implement a simplfied one level 'yars revenge' like game with the following properties:
- We are going to omit the colored 'shield' line down the center since it dissappears in later levels anyway.
- There must be a ship controlled by the player.
- it begins on the left side of the screen
- the player can move it up, down left or right. The ship cannot
leave the screen. The ship cannot go through the enemy shield (shown in
red in the image above.) though there is no penalty for the player ship
touching the enemy shield.
- There must be an enemy ship
- the enemy ship starts out inside its shield on the right hand side of the screen
- every 30 seconds the enemy ship should change its icon (the
original game used a swirl, but you can just use a diffetent ship),
wait in its base for at least one second, and then move towards the
players position, moving at 'high speed' (lets define this as taking
about 2 seconds to cross a 1000 pixal screen). If the enemy hits the
player (the enemy should not change directions) in this form then the
player dies.
- If the player dodges the enmeny and the enemy hits the edge of
the screen, then the enemy resets to its original form and returns to
its base.
- The player ship must be able to shoot a shot
- shots should be able to be shot at least once a second and take at least 2 second to cross the screen
- therefore you must support at least two shots on the screen at once
- You should not allow more than 5 shots per second
- shots will destroy one 'chunk' of the enemy base for each one that hits
- shots will destroy the enemy ship if the shot hits the enemy while the enemy is in its original form.
- shots should not affect the enemy ship while that ship is in attack form.
- shots always travel from left to right.
- You need an enemy base.
- the base should be made up of 'chunks' of shield.
- The whole shield can be any starting shape that is convenient - I recommend a simple rectangle to start with. Place the rectangle in front of the enemy ship.
- Whenever one of the shield chunks is hit by a player shot it is
removed from the game. It should neither be drawn nor block any shots
on the player ship.
- Your shield should have somewhere from 50 to 100 chunks.
- You need to keep score and display the score on the screen.
- each shield chunk you destroy is worth 5 points
- kill the enemy for 200 points.
What resources may you use:
To make everything completely clear so there is no misunderstandings
about this project please feel free to use anything in your book for
this project. Please also feel free to use anything from the Java 6 API documentation site. Finally you may use any of the official java tutorials from Oracle especially the 2d graphics tutorials. Anything else that you wish to use you must get your instructors permission to use (one exception - see extra credit below)
You may use any images for this project that you are legally able to
use. For those who want some quick starter images, I've put together a small zip file of images that you might find helpful. All
of the image files included are liscenced under the GPL: the short
version, you can use them, but you don't own them, and if you ship a
product using them you need to give credit and let others use them too.
Extra Credit Possible:
For those of you who would like the chance to earn extra credit here are opportunities to do that:
Extra credit will only count for those who have completed the basic project above. Once you have completed the project above, you may complete any, all or none of these extra credit items at your
For an extra 50 points: Put
sounds into your program. For each of the major events (player shoots,
player dies, player kills enemy, shot destroys part of the shield and
enemy turns into attack form) a different sound should be played. If
you do this don't forget to send the sound files with your submission.
For this part, because we have not covered sound in the course, you may
use any extra tutorials that you wish for help on this part of the
program only!!
For an extra 40 points: In the
original game, every even level the shield was static, but on odd
levels the chunks of the shield (and the holes when part of the shield
was gone) rotated through different positions. For 40 points extra,
make your shield use the rotating chunks.
For and extra 60 points:
Implement the 'zorlon cannon'. This was a large shot which would sit
behind the player ship on the left edge of the screen. The only way to
get it was for the player ship to eat/harvest at least on of the shield
chunks by running against them. This removes the shield chunk just as
if it were shot, but activates the cannon, which follows the player up
and down the screen, The cannon shot moves more slowly accross the
screen when fired (by a different control than the regular shot) If the
cannot shot hits the player, the player dies. If the cannon shot hits a
shild chunk. The chunk is destroyed. If the cannon shot hits the enemy
ship in normal mode, the enemy is destroyed. If the cannon shot hits
the enemy ship in attack mode, the enemy is reset, and the player gets
an extra 'life'
Extra Requirements:
You must satisfy the following constraints on your program
Your program should be well commented
No
one method may be longer than 25 lines of code long (Lines with
only braces on them don't count. Since comments and white space aren't
code, they do not count either.)
Make
sure each of your classes represents only a single concept. You will
need classes for at least the player ship, the enemy and the game, and
probably more than that.
Submitting:
When your program is ready, you need to write a readme.txt file
that provides me the following information:
Your name
The name of your java files (and
the names of any extra non-public classes that are contained in the
file.
The implementation decisions that
you made. Why did you solve the problem the way that you did?
- Did you implement any extra credit? if so what?
Directions on running and using
your program. Especially anything that might not be the same for all
students. Also tell me what file name you used.
And any problems or bugs left in your program. If your
program doesn't quite work in some situations, tell me about it. If
your program doesn't run or compile, I want to know that before I
try.
When your readme and your code is ready, zip up your files and submit them online as you have done for the recent labs