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Java

Uploaded by

Aastha Dewangan
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© © All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
7 views

Java

Uploaded by

Aastha Dewangan
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 43

A

PROJECT REPORT
On
Block Smasher Game
Submitted in partial fulfillment of the
requirements for the award of the degrees

of
BACHELOR OF TECHNOLOGY in
INFORMATION TECHNOLOGY

Submitted by:
Aastha Dewangan (300103321020)
Khushi Dewangan (300103321041)
Abhishek Dewangan (300103322301)

Guided by:
Dr. Ani Thomas
(Head of Department)

BHILAI INSTITUTE OF TECHNOLOGY DURG


DEPARTMENT OF INFORMATION TECHNOLOGY
UGC Autonomous Institution

(Affiliated to CSVTU, Approved by AICTE, NBA &NAAC ACCREDIATED)

DURG– 491001, CHHATTISGARH, INDIA www.bitdurg.ac.in

SESSION: 2023-24

1
CANDIDATE’S DECLARATION

We hereby declare that the project entitled “Block Smasher Game” submitted in partial
fulfillment for the award of the degree of Bachelor of Technology in Information Technology
completed under the supervision of Dr. Ani Thomas, Head of Department, Information
Technology, BIT DURG is an authentic work.

Further, I/we declare that I/we have not submitted this work for the award of any other
degree elsewhere.

Aastha Dewangan

Khushi Dewangan

Abhishek Dewangan

Signature and name of the student(s) with date

CERTIFICATE by PROJECT Guide(s)

It is certified that the above statement made by the students is correct to the best of
my/our knowledge.

Signature of BTP Guide(s) with dates and their


designation

2
BHILAI INSTITUTE OF TECHNOLOGY DURG
DEPARTMENT OF INFORMATION TECHNOLOGY
UGC Autonomous Institution

(Affiliated to CSVTU, Approved by AICTE, NBA &NAAC ACCREDIATED)

DURG– 491001, CHHATTISGARH, INDIA

Department of Information Technology

CERTIFICATE BY THE EXAMINERS

This is to certify that the Major Project work entitled “Block Smasher Game” is carried out
by Aastha Dewangan (300103321020), Khushi Dewangan (300103321041), Abhishek
Dewangan (300103321063) in partial fulfillment for the award of degree of Bachelor of
Technology in Information Technology, Chhattisgarh Swami Vivekanand Technical
University, Durg during the academic year 2023-2024.

Prof. Dr. Ani Thomas

Internal Guide HOD

External Examiner

ACKNOWLEDGEMENTS
3
We wish to acknowledge with a deep sense of hearty gratitude and indebtedness to Mr. Amrendra Kumar
Singh, Information Technology, who gave us this opportunity to experience project work & his valuable
suggestion during this project have been invaluable.

We take this opportunity to voice & record our sincerest gratefulness towards our esteem Supervisor
Dr.Ani Thomas under whose able guidance the project work has been brought to completion.

Our heart leaps up in thankfulness for his benevolence & time to time help, valuable suggestions,
constructive criticism & active interest in the successful completion of this project work.

We are also thankful to all our honorable teachers of the Information Technology Department and our
parents whose valuable support helped us and kept us motivated all through.

Aastha Dewangan
Khushi Dewangan
Abhishek Dewangan
B.Tech. V Sem
Discipline of Information Technology
BIT DURG

Table of Contents
Abstract 1

4
CHAPTER TITLE PAGE NO.

I Introduction 3

II Literature Review 4

2.1 Overviews 4

2.2 Objective and scopes

III Problem Identification 8

3.1 Problem Statement 8


3.2 Hardware and Software Requirements 8-11

IV Methodology 12

4.1 Steps 12-14

4.2 DFD 15
4.3 Code 16-25
4.4 Integration of various modules 25-27

V Result & Discussion 28

29-32

VI Conclusion & scope of further work 33

6.1
Advantage Of Project 33-34

6.2
Conclusion 35-36

6.2 Conclusion 36-37

References 46-47

5
ABSTRACT

This report provides a comprehensive overview of the development process of a Brick Smasher game using Java.

The report covers various aspects of the development process, including game components, game logic, user

interface, game loop, additional features, challenges and considerations, testing and debugging, deployment, post-

development activities, open source and collaboration, and future enhancements and sequels. The report

emphasizes the importance of careful consideration of each stage of the development process, engagement with

players and the community, and continuous improvement to create a successful and enjoyable game. The report

also highlights the opportunities for learning, creativity, and collaboration that arise during game development and

provides insights into building a successful and sustainable game development career.

1
CHAPTER Ⅰ
INTRODUCTION
The Brick Breaker game is a classic and popular arcade-style game that has entertained players for decades.

In this game, players control a paddle at the bottom of the screen and use it to bounce a ball towards an

arrangement of bricks at the top of the screen. The goal is to break all the bricks by hitting them with the ball

while preventing the ball from falling below the paddle.

This report outlines the process of implementing a simple yet engaging version of the Brick Breaker game

using the Java programming language. Java is a versatile and widely-used programming language that is

well-suited for developing games due to its object-oriented design, built-in graphics libraries, and cross-

platform compatibility.

The report covers various aspects of game development, including the design and implementation of game

components, handling user input and game logic, creating a user interface, and managing the game loop.

Additionally, the report discusses challenges and considerations in game development, testing and debugging,

deployment options, and ways to enhance and extend the game.

Overall, the development of a Brick Breaker game in Java provides a valuable opportunity for developers to

practice and apply their programming skills, learn about game development concepts and techniques, and

create an entertaining and interactive gaming experience for players.

2
CHAPTER Ⅱ
LITERATURE REVIEW
A literature review of a block smasher game should cover various aspects, including design, user experience,

cognitive and motor skill development, educational applications, psychological and behavioral impacts,

platform and technology, social and multiplayer features, user feedback, cultural and societal influences,

accessibility, and emerging trends. Analysing research and studies on these topics can provide insights into

the game's development, impact, and user engagement.

Overview:

In a block smasher game, the player's main task is to use the paddle to keep a bouncing ball in play. By

strategically directing the ball toward the bricks or blocks positioned at the top of the screen, the player aims to

break as many of them as possible. These bricks come in different colors, shapes, and patterns, and some might

require multiple hits to be destroyed.

As the game progresses, it often becomes more challenging with complex brick arrangements and the

introduction of special bricks that can release power-ups, bonuses, or extra balls when hit. Power-ups can grant

the player advantages, like a larger paddle, increased ball speed, or the ability to shoot projectiles.

The player's score increases with each brick they destroy, and achieving high scores is a central goal. The game

continues until the player loses all their lives, which happens when the ball falls below the paddle a certain

number of times.

3
Block smasher games are known for their accessibility and addictive gameplay, making them appealing to

players of all skill levels. They have a long history in the world of video games and have been adapted to various

platforms, from classic arcade cabinets to modern mobile devices.

Objectives:

Understand Game Design Principles: To analyze the fundamental design principles that underlie block smasher
games, including level design, ball physics, power-ups, and scoring mechanisms.

Examine User Experience: To explore the player experience in block smasher games, focusing on aspects like
engagement, enjoyment, and immersion, and how these factors are influenced by game design.

Assess Cognitive and Motor Skill Development: To investigate how block smasher games impact cognitive
skills (e.g., problem-solving, spatial reasoning) and motor skills (e.g., hand-eye coordination) through gameplay.

Explore Educational Applications: To review how block smasher games are used in educational settings, such as
teaching physics concepts or improving problem-solving skills in a learning environment.

Analyze Psychological and Behavioral Effects: To understand the psychological aspects of gaming, including
player motivation, addiction, and the influence of in-game rewards on player behavior.

Compare with Other Game Genres: To compare block smasher games with other video game genres, examining
differences in player experiences and skill development.

Assess Technological Impact: To evaluate how the choice of gaming platform (e.g., mobile, console, PC) and
emerging technologies (e.g., VR/AR) affect the gameplay and user experience of block smasher games.

Examine Social and Multiplayer Aspects: To investigate the social and multiplayer features of block smasher
games, such as leaderboards, cooperative or competitive gameplay, and their impact on player engagement.

Analyze User Feedback and Reviews: To study user reviews, feedback, and comments on popular block
smasher games to gain insights into player preferences, criticisms, and suggestions for improvement.

Scope:
4
Analysis of design principles, gameplay mechanics, and player engagement in block smasher games.

Examination of the impact of block smasher games on cognitive and motor skill development.

Review of educational applications and the use of block smasher games in teaching.

Assessment of psychological and behavioral effects, including player motivation and addiction.

Comparative analysis with other video game genres to understand differences in player experiences.

Evaluation of the technological impact, including gaming platform and emerging technologies.

Study of social and multiplayer features and their influence on player engagement.

Analysis of user feedback and reviews to understand player preferences and criticisms.

Exploration of cultural and societal implications, including inclusivity and representation.

Assessment of efforts to make block smasher games more accessible to individuals with disabilities.

Review of literature up to the knowledge cutoff date in January 2022, considering academic research, articles,
journals, conference papers, developer interviews, and user reviews.

CHAPTER Ⅲ
PROBLEM IDENTIFICATION
Problem Statement

 Design and implement a block smasher game where the player controls a paddle at the bottom of the
screen to bounce a ball and break a grid of blocks located at the top of the screen.
 The objective is to clear all the blocks from the screen by bouncing the ball off the paddle and into the
blocks.
 The project should:
1) Display blocks and disappear after hitting the ball.
5
2) Small platform(paddle) moving left and right.
3) The ball must bounce after hitting block, walls and paddle at the bottom.
4) Score display.

The ultimate goal is to achieve the highest score possible.

HARDWARE AND SOFTWARE REQUIREMENTS

For the successful development and deployment of a block smasher game project built on Java, the following

hardware and software requirements need to be considered:

Hardware Requirements:

Operating System: The development machine should have a compatible operating system. Java is

platformindependent, but the development environment may have OS-specific requirements.

Processor: A multi-core processor is recommended to ensure efficient development and usage of the password

manager.

Memory (RAM): A minimum of 4GB of RAM is recommended for smooth development and testing. More RAM

may be required for larger-scale projects.

Storage: Adequate storage space is needed for the development environment, source code, and any associated

files. At least 100GB of storage is recommended.

Display: A standard monitor with a resolution of 1280x1024 or higher is advisable for efficient coding and

testing.

Software Requirements:

Game Development Environment:

Game Engine: You will need a game engine or development framework for creating your block smasher game.

Popular game engines include Unity, Unreal Engine, Godot, or GameMaker Studio. The choice depends on

your preferred programming language, platform, and features.

6
Integrated Development Environment (IDE): An IDE or code editor for writing and managing your game's

source code. The choice of IDE may depend on the game engine you select.

Graphics and Animation Software: Graphic design software such as Adobe Photoshop, GIMP, or pixel art tools

for creating game assets, including sprites, backgrounds, and animation.

Version Control and Collaboration:

Version Control System: Implement a version control system (e.g., Git) to manage and track changes in your

game's source code and assets. Services like GitHub or Bitbucket can host your repository.

Project Management Tools: Use project management software (e.g., Trello, Jira) for task tracking, milestone

management, and collaboration with your development team.

Runtime Software:

Operating System: Ensure your operating system (e.g., Windows, macOS, Linux) is up to date with the latest

updates and drivers.

Game Engine Runtime: Players need to have the appropriate game engine runtime installed on their devices to

run games made with that engine. This is often included with the game installation.

Testing and Deployment:

Build and Deployment Tools: Tools for building and deploying your game to various platforms (e.g., Windows,

macOS, Android, iOS). These tools are often provided by your chosen game engine.

Testing Platforms: Depending on your target platforms (PC, mobile, web), you will need the respective

development kits or tools, such as Android Studio for Android development, Xcode for iOS, or web browsers

for web-based games.

7
Overview

The block smasher game follows a client-server architecture, where the client is a Java Swing-based GUI

application, and the server is a MySQL database for score storage.

Class Diagram

A class diagram illustrates the structure of your game's classes and their relationships. Classes may include Player,
Game, Ball, Paddle, Brick, PowerUp, and more. These classes interact to create the game's behavior.

Database Schema

If your game involves data storage, the database schema could include tables for Players, Scores, Levels, and
other game-related entities. Fields would include player names, scores, game progress, and timestamps.

Technologies Used: Programming Languages-Java

Java is a versatile, platform-independent programming language known for its security and portability.

Developed by Sun Microsystems, it employs a "write once, run anywhere" philosophy through the Java

Virtual Machine (JVM). With strong community support and a rich library, Java is widely used in web,

mobile, and enterprise application development.

Libraries and Frameworks-Java Swing for GUI

Java Swing is a versatile and widely used library for developing graphical user interfaces (GUIs) in Java
applications, including games. Swing offers a rich set of features and components that are invaluable for creating
the user interface of a block smasher game. Its comprehensive collection of GUI components, including buttons,
labels, text fields, and more, makes it easy to design interactive game menus, settings screens, and score displays.
Swing provides layout managers to arrange and control the positioning of these components within windows or
panels, enabling organized and responsive user interfaces.

Database Management System-MySQL

8
MySQL is a popular open-source relational database management system (RDBMS). It offers robust data

storage, retrieval, and management capabilities, making it a preferred choice for many web applications.

MySQL supports SQL queries, ACID compliance, and is known for its speed, reliability, and scalability,

making it a top choice for data-driven applications.

IDE-Intellij IDEA

IntelliJ IDEA is an integrated development environment written in Java for developing computer software

written in Java, Kotlin, Groovy, and other JVM-based languages. It is developed by JetBrains and is available

as an Apache 2 Licensed community edition, and in a proprietary commercial edition.

CHAPTER Ⅳ
METHODOLOGY

The Java-based Block smasher project follows a structured methodology: planning, design, implementation,

testing, and deployment. The user-friendly GUI enhances the user experience, and thorough documentation aids

understanding. Ongoing maintenance and future development remain integral for long-term project success.

Following steps are followed for the development of this projects

Steps:
9
Step 1: Project Planning and Requirements Gathering

- Define Project Objectives and Requirements.


- Determine Feature Set.
- Plan the Application Architecture.
- Decide on GUI (optional).

Step 2: Set Up Your Development Environment -


Install Java Development Kit (JDK).
- Install Integrated Development Environment (IDE) (e.g., VS Code).
- Configure IDE and project settings.

Step 3: Concept and Planning -

a. Idea Generation: Begin by brainstorming and conceptualizing the core gameplay mechanics and objectives of
your block smasher game.

b. Market Research: Analyze existing block smasher games to understand the competition and identify
opportunities for innovation.

c. Game Design Document (GDD): Create a comprehensive GDD that outlines the game concept, story (if
applicable), gameplay mechanics, levels, characters, and objectives.

d. Prototyping: Develop a simple prototype or minimum viable product (MVP) to test the core game mechanics
and gather initial feedback.

Step 4: Development -

a. Choose Development Tools: Select a suitable game engine, programming language, and development
environment that align with your project's requirements and your team's expertise.

10
b. Create Game Assets: Design and create game assets, including graphics (sprites, backgrounds), audio (sound
effects, music), and animations.

c. Game Programming: Implement the game logic, including ball movement, paddle control, collision detection,
scoring, and level progression. Code the user interface, menus, and any additional features.

d. Graphics and Animation: Integrate graphical assets and animations into the game engine.

f. Testing and Debugging: Continuously test the game to identify and fix bugs. Ensure that gameplay is smooth
and free of errors.

Step 5: Testing and Quality Assurance -

a. Game Testing: Conduct extensive testing, including gameplay testing, functionality testing, and user
experience testing.

b. Bug Tracking: Use bug tracking software to log and prioritize issues. Address and fix bugs promptly.

c. User Feedback: Gather feedback from playtesters and make necessary adjustments based on their suggestions.

Step 6: Deployment -

a. Platform Compatibility: Optimize your game for various platforms (PC, mobile, web) if applicable. Ensure
compatibility with different devices and screen sizes.

b. Distribution: Prepare your game for distribution on platforms such as app stores (Google Play) or game
distribution platforms.

11
DATAFLOW DIAGRAM

A data flow diagram (DFD) illustrates the flow of data within a system, including the processes, data sources, data
destinations, and data storage. In the context of a Block Smasher game, the data flow diagram can depict how data
moves through the various components of the game.

Block Smasher Game

Exit Game Game Menu Instructions

New Game

Bouncing Ball Breakable Blocks Platform

Score

12
CODE:

package com.mycompany.brick;

import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Graphics;
import java.awt.Color;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

public class GamePlay extends JPanel implements KeyListener, ActionListener {

private boolean play = false;


private int score = 0;
private int totalbricks = 21;
private Timer Timer;
private int delay = 8;
private int playerX = 310;
private int ballposX = 120;
private int ballposY = 350;
private int ballXdir = -1;
13
private int ballYdir = -2;
private MapGenerator map;

public GamePlay() {
map = new MapGenerator(3, 7);
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
Timer = new Timer(delay, this);
Timer.start();
}

public void paint(Graphics g) {


g.setColor(Color.black);
g.fillRect(1, 1, 692, 592);

map.draw((Graphics2D) g);

g.setColor(Color.yellow);
g.fillRect(0, 0, 3, 592);
g.fillRect(0, 0, 692, 3);
g.fillRect(691, 0, 3, 592);

g.setColor(Color.white);
g.setFont(new Font("serif", Font.BOLD, 25));
g.drawString("" + score, 590, 30);

g.setColor(Color.yellow);

14
g.fillRect(playerX, 550, 100, 8);

//ball
g.setColor(Color.GREEN);
g.fillOval(ballposX, ballposY, 20, 20);

if (ballposY > 570) {


play = false;
ballXdir = 0;
ballYdir = 0;
g.setColor(Color.red);
g.setFont(new Font("serif", Font.BOLD, 30));
g.drawString(" Game Over Score: " + score, 190, 300);

g.setFont(new Font("serif", Font.BOLD, 30));


g.drawString(" Press Enter to Restart", 190, 340);
}
if(totalbricks == 0){
play = false;
ballYdir = -2;
ballXdir = -1;
g.setColor(Color.red);
g.setFont(new Font("serif",Font.BOLD,30));
g.drawString(" Game Over: "+score,190,300);

g.setFont(new Font("serif", Font.BOLD, 30));


g.drawString(" Press Enter to Restart", 190, 340);

15
}

g.dispose();

@Override
public void actionPerformed(ActionEvent e) {
Timer.start();

if (play) {
if (new Rectangle(ballposX, ballposY, 20, 20).intersects(new Rectangle(playerX, 550, 100, 8))) {
ballYdir = -ballYdir;
}

A:
for (int i = 0; i < map.map.length; i++) {
for (int j = 0; j < map.map[0].length; j++) {
if (map.map[i][j] > 0) {
int brickX = j * map.bricksWidth + 80;
int brickY = i * map.bricksHeight + 50;
int bricksWidth = map.bricksWidth;
int bricksHeight = map.bricksHeight;

Rectangle rect = new Rectangle(brickX, brickY, bricksWidth, bricksHeight);


Rectangle ballrect = new Rectangle(ballposX, ballposY, 20, 20);

16
Rectangle brickrect = rect;

if (ballrect.intersects(brickrect)) {
map.setBricksValue(0, i, j);
totalbricks--;
score += 5;
if (ballposX + 19 <= brickrect.x || ballposX + 1 >= brickrect.x + bricksWidth) {
ballXdir = -ballXdir;
} else {
ballYdir = -ballYdir;
}
break A;
}
}

}
}

ballposX += ballXdir;
ballposY += ballYdir;
if (ballposX < 0) {
ballXdir = -ballXdir;
}
if (ballposY < 0) {
ballYdir = -ballYdir;
}

17
if (ballposX > 670) {
ballXdir = -ballXdir;
}
}
repaint();
}

@Override
public void keyTyped(KeyEvent e) {

@Override
public void keyReleased(KeyEvent e) {

@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
if (playerX >= 600) {
playerX = 600;
} else {
moveRight();
}
}
if (e.getKeyCode() == KeyEvent.VK_LEFT) {

18
if (playerX < 10) {
playerX = 10;
} else {
moveLeft();
}
}

if (e.getKeyCode() == KeyEvent.VK_ENTER) {
if (!play) {
ballposX = 120;
ballposY = 350;
ballXdir = -1;
ballYdir = -2;
score = 0;
playerX = 310;
totalbricks = 21;
map = new MapGenerator(3, 7);

repaint();
}
}

public void moveRight ()


{
play = true;

19
playerX += 20;
}
public void moveLeft ()
{
play = true;
playerX -= 20;
}

}
package com.mycompany.brick;

import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics2D;

public class MapGenerator {


public int map[][];
public int bricksWidth;
public int bricksHeight;
public MapGenerator(int row , int col){
map = new int[row][col];
for (int[] map1 : map) {
for (int j = 0; j < map[0].length; j++) {
map1[j] = 1;
}

20
}
bricksWidth = 540/col;
bricksHeight = 150/row;
}
public void draw(Graphics2D g) {
for (int i = 0; i < map.length; i++) {
for (int j = 0; j < map[0].length; j++) {
if (map[i][j] > 0) {
g.setColor(Color.red);
g.fillRect(j * bricksWidth + 80, i * bricksHeight + 50, bricksWidth, bricksHeight);

g.setStroke(new BasicStroke(3));
g.setColor(Color.black);
g.drawRect(j * bricksWidth + 80, i * bricksHeight + 50, bricksWidth, bricksHeight);

}
}

}
}
public void setBricksValue(int value,int row,int col)
{
map[row][col] = value;

}
package com.mycompany.brick;

21
import javax.swing.JFrame;

public class MyApp {


public static void main(String[] args) {
JFrame obj = new JFrame();
GamePlay gameplay = new GamePlay();
obj.setBounds(10,10,700,600);
obj.setTitle("BrickBreaker");
obj.setResizable(false);
obj.setVisible(true);
obj.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
obj.add(gameplay);
}

}
package com.mycompany.brick;

import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Graphics;
import java.awt.Color;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

22
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

public class GamePlay extends JPanel implements KeyListener, ActionListener {

private boolean play = false;


private int score = 0;
private int totalbricks = 21;
private Timer Timer;
private int delay = 8;
private int playerX = 310;
private int ballposX = 120;
private int ballposY = 350;
private int ballXdir = -1;
private int ballYdir = -2;
private MapGenerator map;

public GamePlay() {
map = new MapGenerator(3, 7);
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
Timer = new Timer(delay, this);
Timer.start();
}

public void paint(Graphics g) {

23
g.setColor(Color.black);
g.fillRect(1, 1, 692, 592);

map.draw((Graphics2D) g);

g.setColor(Color.yellow);
g.fillRect(0, 0, 3, 592);
g.fillRect(0, 0, 692, 3);
g.fillRect(691, 0, 3, 592);

g.setColor(Color.white);
g.setFont(new Font("serif", Font.BOLD, 25));
g.drawString("" + score, 590, 30);

g.setColor(Color.yellow);
g.fillRect(playerX, 550, 100, 8);

//ball
g.setColor(Color.GREEN);
g.fillOval(ballposX, ballposY, 20, 20);

if (ballposY > 570) {


play = false;
ballXdir = 0;
ballYdir = 0;
g.setColor(Color.red);
g.setFont(new Font("serif", Font.BOLD, 30));
g.drawString(" Game Over Score: " + score, 190, 300);

24
g.setFont(new Font("serif", Font.BOLD, 30));
g.drawString(" Press Enter to Restart", 190, 340);
}
if(totalbricks == 0){
play = false;
ballYdir = -2;
ballXdir = -1;
g.setColor(Color.red);
g.setFont(new Font("serif",Font.BOLD,30));
g.drawString(" Game Over: "+score,190,300);

g.setFont(new Font("serif", Font.BOLD, 30));


g.drawString(" Press Enter to Restart", 190, 340);

g.dispose();

@Override
public void actionPerformed(ActionEvent e) {
Timer.start();

if (play) {

25
if (new Rectangle(ballposX, ballposY, 20, 20).intersects(new Rectangle(playerX, 550, 100, 8))) {
ballYdir = -ballYdir;
}

A:
for (int i = 0; i < map.map.length; i++) {
for (int j = 0; j < map.map[0].length; j++) {
if (map.map[i][j] > 0) {
int brickX = j * map.bricksWidth + 80;
int brickY = i * map.bricksHeight + 50;
int bricksWidth = map.bricksWidth;
int bricksHeight = map.bricksHeight;

Rectangle rect = new Rectangle(brickX, brickY, bricksWidth, bricksHeight);


Rectangle ballrect = new Rectangle(ballposX, ballposY, 20, 20);
Rectangle brickrect = rect;

if (ballrect.intersects(brickrect)) {
map.setBricksValue(0, i, j);
totalbricks--;
score += 5;
if (ballposX + 19 <= brickrect.x || ballposX + 1 >= brickrect.x + bricksWidth) {
ballXdir = -ballXdir;
} else {
ballYdir = -ballYdir;
}
break A;
}

26
}

}
}

ballposX += ballXdir;
ballposY += ballYdir;
if (ballposX < 0) {
ballXdir = -ballXdir;
}
if (ballposY < 0) {
ballYdir = -ballYdir;
}
if (ballposX > 670) {
ballXdir = -ballXdir;
}
}
repaint();
}

@Override
public void keyTyped(KeyEvent e) {

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@Override
public void keyReleased(KeyEvent e) {

@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
if (playerX >= 600) {
playerX = 600;
} else {
moveRight();
}
}
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
if (playerX < 10) {
playerX = 10;
} else {
moveLeft();
}
}

if (e.getKeyCode() == KeyEvent.VK_ENTER) {
if (!play) {
ballposX = 120;
ballposY = 350;
ballXdir = -1;
ballYdir = -2;

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score = 0;
playerX = 310;
totalbricks = 21;
map = new MapGenerator(3, 7);

repaint();
}
}

public void moveRight ()


{
play = true;
playerX += 20;
}
public void moveLeft ()
{
play = true;
playerX -= 20;
}

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Integration of various modules and functions

GamePlay class

Member Variables:

play: A boolean flag that determines if the game is currently being played. When set to true, the game is active.

score: An integer that keeps track of the player's score.

totalbricks: An integer representing the total number of bricks in the game.

Timer: An instance of the Swing Timer class to handle game updates at regular intervals.

delay: An integer representing the delay (in milliseconds) between game updates.

playerX: The x-coordinate of the paddle.

ballposX and ballposY: The x and y coordinates of the ball.

ballXdir and ballYdir: The direction of the ball's movement (horizontal and vertical).

map: An instance of the MapGenerator class for managing the brick layout.

Constructor (GamePlay):

Initializes the game by creating an instance of MapGenerator, setting up key listeners, and starting the game timer.

paint(Graphics g) Method:

Responsible for rendering the game components on the screen.

Draws the game background, bricks, player paddle, ball, and game over messages.

Displays the player's score.

actionPerformed(ActionEvent e) Method:

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Handles game updates triggered by the Timer.

Detects collisions between the ball and the paddle or bricks.

Updates the score when a brick is destroyed and reduces the count of remaining bricks.

Checks for game over conditions when the ball goes out of bounds or all bricks are destroyed.

Updates the ball's position based on its direction.

Calls repaint() to refresh the game screen.

keyPressed(KeyEvent e) Method:

Handles keyboard input to move the paddle left or right.

Checks for the Enter key to restart the game when it's over.

moveLeft() and moveRight() Methods:

Methods to move the paddle left or right.

Sets play to true to indicate that the game is in progress.

MapGenerator Class:

The MapGenerator class is responsible for generating and rendering the game's brick layout.

It has the following member variables:

map: A 2D integer array representing the brick layout.

bricksWidth: The width of each brick.

bricksHeight: The height of each brick.

The constructor initializes the map array, setting all elements to 1 (indicating bricks are present) and calculates
bricksWidth and bricksHeight based on the number of rows and columns.
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draw(Graphics2D g): This method is used to render the bricks. It iterates through the map array and draws each
brick based on its position. Bricks are drawn in red with black borders to create the appearance of a grid.

setBricksValue(int value, int row, int col): This method allows changing the value of a specific brick in the map
array. For example, you can set a brick's value to 0 to indicate it's been destroyed.

MyApp Class:

The MyApp class serves as the entry point for the application. It sets up the main game window.

In the main method, it creates an instance of the JFrame class and a GamePlay instance for the game panel.

It sets the frame's dimensions, title, and other properties, makes the frame non-resizable, sets the default close
operation, and adds the GamePlay panel to the frame.

32
CHAPTER Ⅳ

RESULTS AND DISCUSSION

Performance Evaluation
The Block Smasher game demonstrates solid performance in terms of responsiveness and interactivity. The game
maintains a smooth frame rate, ensuring a seamless and enjoyable gaming experience for the players. The
collision detection mechanism accurately identifies interactions between the ball, paddle, and blocks, reflecting
the expected physics-based behavior.

Strengths of Implemented Features


Player Control and Responsiveness: The player can effectively control the paddle using intuitive key inputs,
allowing for precise and responsive movements to intercept the ball. The restriction on paddle movement within
the window boundaries ensures a balanced and challenging gameplay experience.

Collision Detection and Response: The collision detection mechanism appropriately handles interactions between
the ball, paddle, and blocks, facilitating realistic and dynamic gameplay. The directional changes of the ball upon
collision are consistent with the expected behavior in a Block Smasher game.

Scoring and Progression System: The implemented scoring system accurately tracks the player's performance,
providing immediate feedback on their progress. The increasing difficulty, reflected in the arrangement of blocks,
creates a sense of challenge and achievement as players advance through the game.

Areas for Further Development:


Visual Enhancements: Implementing visually appealing graphics, animations, and effects would enhance the
overall aesthetic appeal of the game, providing a more immersive and engaging experience for the players.

Diversified Block Configurations: Introducing diverse block configurations and patterns, coupled with varying
levels of toughness, could add depth and complexity to the gameplay, encouraging players to devise diverse
strategies to overcome different challenges.

33
Power-ups and Special Abilities: Integrating power-ups and special abilities, such as paddle expansions, ball speed
variations, or additional lives, would introduce an element of excitement and unpredictability, enhancing the
overall gameplay dynamics.

Multiplayer Functionality: Implementing multiplayer functionality, either in a competitive or cooperative mode,


would expand the game's appeal and provide players with opportunities for social interaction and collaborative
gameplay experiences.

By addressing these areas for further development, the Block Smasher game can potentially evolve into a more
engaging and immersive gaming experience, catering to a broader audience of gaming enthusiasts.
OUTPUT

34
35
CHAPTER Ⅴ

CONCLUSION AND SCOPE OF FURTHER WORK

Conclusion:

The development of the Block Smasher game in Java has resulted in a functional and entertaining gaming
experience, offering players an engaging opportunity to test their reflexes and strategic skills. The implemented
features, including responsive player control, accurate collision detection, and an effective scoring system, have
contributed to the creation of a stable and enjoyable gameplay environment.

Future Scope:

Advanced Gameplay Mechanics: To enhance the gaming experience, future iterations of the game can introduce
more advanced gameplay mechanics, such as dynamic level progression, boss battles, and intricate block patterns
that require precise ball maneuvering.

Enhanced Visual and Audio Elements: Implementing high-quality visual effects, animations, and immersive sound
effects can significantly improve the overall appeal and engagement of the game, creating a more captivating and
immersive environment for players.

Customization and Personalization: Introducing customization options for paddle designs, ball types, and
background themes can allow players to personalize their gaming experience, fostering a sense of ownership and
attachment to the game.

Integration of Online Features: Incorporating online functionalities, such as global leaderboards, multiplayer
modes, and social media integration, can expand the game's reach and foster a vibrant gaming community,
encouraging competition and social interaction among players.

36
Mobile Adaptation: Adapting the game for mobile platforms can broaden its accessibility and appeal to a wider
audience, enabling players to enjoy the game on the go and fostering a more inclusive gaming experience.
By focusing on these areas of future development, the Block Smasher game can evolve into a more
comprehensive and immersive gaming experience, catering to the diverse preferences and expectations of modern
gamers and establishing itself as a compelling and engaging addition to the gaming landscape.

37
References

Online/Website

[1]. Java Database Connectivity with MySQL - javatpoint. (n.d.). www.javatpoint.com.


https://www.javatpoint.com/example-to-connect-to-the-mysql-database

[2]. JavaFX Documentation Home | JavaFX 2 Tutorials and Documentation. (n.d.).


https://docs.oracle.com/javafx/2/

[3]. MySQL :: MySQL Connector/J Developer Guide :: 7.1 Connecting to MySQL Using the JDBC
DriverManager Interface. (n.d.). https://dev.mysql.com/doc/connector-j/en/connector-jusagenotes-
connect-drivermanager.html

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