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Tiny Bird Thesis

tiny bird INU thesis for the final year project

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179 views36 pages

Tiny Bird Thesis

tiny bird INU thesis for the final year project

Uploaded by

Khalid Hashmi
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Tiny Bird

Supervised by
UMER RAUF

Submitted by

ARBAB UZAIR HAMEED


ID: 11257

AMJAD
ID: 11348

DEPARTMENT OF COMPUTER SCIENCE


IQRA NATIO4NAL UNIVERSITY
PESHAWAR
Final Approval

This is certified that we have created this project titled “Tiny Bird”
submitted by Arbab Uzair Hameed and Amjad University Registration
Number “11257” and “11348” respectively. We conclude this project
report is of sufficient standard to allow its acceptance by the IQRA
NATIONAL UNIVERSITY PESHAWAR for the award of the Degree
of BS (Computer Science).

Committee

External Examiner
Name ________________________________________

Designation ________________________________________

Institute ________________________________________

Internal Examiner
Name ________________________________________

Designation ________________________________________

Institute ________________________________________

Supervisor
Name ________________________________________

Designation ________________________________________

Institute ________________________________________
Declaration of originality

We hereby declare that the work contained in this thesis and the intellectual content
of this thesis are the product of our own work. This thesis has not been previously
published in any form nor does it contain any verbatim of the published resources
which could be treated as infringement of the international copy rights law.

We also declare that we so understand the terms copyright and plagiarism and that
in case of any copyright violation of plagiarism found in this work, we will be held
fully responsible of the consequences of any such violations.

Signature: ___________________________

Name: ARBAB UZAIR HAMEED 11257

Email:

Signature: ___________________________

Name: AMJAD 11348

Email:
In ALLAH WE TRUST, the sole purpose of my effort on this project is to help
and provide a simple yet fast track for the people of my beloved country
“PAKISTAN”.

Secondly this small initiative is dedicated to our Loving parents, who have been
the guiding lights of our lives and to whom we owe whatever we have been able to
achieve, ALLAH bless them, AMEEN.

Arbab Uzair Hameed11257),

Muhammad amjad (11348),

Iqra National University

Peshawar.
ACKNOWLEDGEMENTS

We are grateful to almighty ALLAH who is merciful and beneficent, and offer heartiest
“DROOD-O-SALAM” to Holy prophet MUHAMMAD (PEACEBE UPON HIM).

We pay our sincere gratitude to UMER RAUF for is highly specializes guidance and agreed to
supervise our project.

Arbab Uzair Hameed (11257),

Amjad (11348),

Iqra National University

Peshawar.
Table of Contents

Chapter 1

1.1 Introduction 8

1.2 Project overview 9

1.3 Objective 9

1.4 Customers 9

1.5 Affected Groups 9

1.6 Dependency of External System 10

1.7 Methodologies 10

Chapter 2

2.1 Background Study 11

2.2 Functional Requirement 13

2.3 Non Functional Requirement 13

2.4 Proposed Languages 14

2.5 Development Software 14


Chapter 3

3.1 Overview 15

3.2 Asset Management 16

3.3 Unity Asset Management 17

3.4 Animator 18

Chapter 4

4.1 System Architecture 19

4.2 Data Flow Diagram 20

4.3 Class diagram 21

4.4 Software model 23

Chapter 5

5.1 Android SDK 27

5.2 Mono Development 27

Chapter 6

6.1 Review 29

6.2 References 30
Abstract

This project is about study investigated whether computer-based video games facilitate children’s
cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study
explored the impact of the varied types of instructional delivery strategies on children’s learning
achievement. One major research null hypothesis was tested: there are no statistically significant
differences in students’ achievement when they receive two different instructional treatments: (1)
traditional CAI; and (2) a computer-based video game. One hundred and eight third-graders from
a middle/high socio-economic standard school district in Taiwan participated in the study.
Results indicate that computer-based video game playing not only improves participants’
fact/recall processes (F = 5.288, p < .05), but also promotes problem-solving skills by
recognizing multiple solutions for problems (F = 5.656, p < .05).

The subject matter for the instruction was firefighting. Two different instructional materials:
computer-assisted instruction and a computer-based video game were used in this study. For the
computer-assisted instruction, a unit of text-based instructional materials was developed. For the
computer-based video game, Fire Department 2: Fire Captain, a 3D, real-time strategy game
developed by Monte Cristo Games, was chosen for this study. This computer game has been
assessed by the Pan-European Game Information (PEGI) age rating system, and has been
approved for children seven years and older.
This 3D, real-time computer game applied the design principles derived from Keller’s (1987)
attention, relevance, confidence, and satisfaction (ARCS) model of motivation to facilitate
children’s learning.
CHAPTER 1
INTRODUCTION

1. 1.1 Introduction
Games are made for Customer Entertainment or it’s made for Education. Basically Games are
electronic images played on specific hardware. Games are intangible software they just run on
hardware. But sometime for marketing purpose or for high quality graphics you need a specific
hardware to run it.
If we go back to 1950 a Game was created by computer scientist and they design a specific
hardware for that game. That time computer Scientist doesn’t get any positive response. 1970 is
the revolution year of game industry because they introduce Pong game that was first
commercial arcade game which can be played by 2 user at a same time and they also introduce
joypad and joysticks in that year to can see below an image of pong game in figure 1.

Figure 1.1.
One of the Highest Achievement was receive by the Game industry in 2000 that was online
Games they introduce an Online Real time gaming system, where the 32 number of users can
play at same time.
In 2013 till now the gaming Industry have improve much they introduce high quality game and
with cut scenes like movies. They also work on hardware of Computer system they also
introduce console like PlayStation and Xbox. In Gaming Industry playing games and creating
games are two different think.

1.2 Project Overview

“Tiny Bird” is a mobile game developed by us, under the supervision of Mr. UMER RAUF for
our final year project. The game is a side-scroll where the player controls a bird, attempting to fly
between the obstacles without hitting them. In this game there are a lot of obstacles, you must
have to watch out and quickly make your way out of there without crashing into anything.

Extremely simple and fun.


Tap the screen to fly and go up.
Lose altitude yourself plane.
How long can you last before hitting something?

1.3 Objective
Games are created to entertain user’s, As we know that the game industry is very large and it has
the ability of absorbing millions of projects. So we create a game named “Tiny Bird” for our
Final Year Project. As game industry has a very large scope in recent era and people want some
creative and entertained game so we create a project of “Tiny Bird”.

1.4 Customers
The customers for this game will have no age limit, and every person of any age will play this
game.

1.5 Affected Groups


We assume that the person will be using an Android Mobile for playing this game.
1.6 Dependencies/ External Systems
Following are the software products/services that will be required for running this game.
 Operating System : Android
 RAM: 1 GB minimum

1. Definitions

 GUI: Graphic User Interface


 HUD: Human User Display

2. Methodologies

As we are going to develop a game that need a good programming practice in C#


programming language, for this purpose we learn C# language and also learn about gaming
engine that how it work. After learning this we start work on our project. We did all
programming in the first 2 months, after that we test and debug our project and we finalized
our project for future use.

Gantt chart
2. CHAPTER

BACKGROUND STUDY

2.1 Introduction
A game engine is software that helps developers to develop games without knowing the
underlying technologies being used. This helps developers create game mechanics using high-
level programming or scripting languages such as C++, BOO, C# and JavaScript . With high-
level game engines we don’t think about how the game will be rendered or how it will
communicate with the graphic card. The games engines help create games more easily and much
faster by; (i) Accelerated Development. (ii) Integrated Development Environment (IDE). (iii)
Graphical User Interface (GUI). (iv) Multi-platform Development.
There are a large number of game engines being developed both by mega-companies as well as
independent teams. Two game engines being used globally by developers everywhere are Unreal
Engine by Epic Games and Unity3D

With Unity we can create 2D, 3D and Virtual Reality games of different genres including
First-Person Shooter (FPS), Third-Person Shooter (TPS), Serious Games, Massive Multiplayer
Online Role-playing Games (MMORPG). Unity also makes it possible to export games to a wide
range of platforms including Linux, Windows, Android, IOS, PlayStation, XBOX, without
having to recode for every platform.
The Unreal Engine has the ability to be modified so that the games can be made into very
unique experiences. It can be used in projects requiring advanced visualization. It is probably the
most powerful engine in the industry.
The Unreal Engines first and original version was released in 1998. 17 years later it
continues being used for some of the biggest games every year. Some biggest titles made with
Unreal Engine include the Gears of War series, Mass Effect series, Bioshock series, and the
Batman: Arkham series.

2.2 Functional Requirements


Functional requirement describes the functions on the basis of which the app has been
developed, these are functional features users can have while using the app.

 User: User must have to compatible device to play the game.


 Player Movement: The user can move the player in the directions, forward up and down.

 Game Environment: User will get entertain.

 Increase/ Decrease Audio: The player will be able to increase and/or decrease the
volume of music /sound of the game.

 Exit Game: Users will be able to exit the game when they are finished playing

2.3 Non Functional Requirement

i. Easy to use: The game will be very user friendly and simple interfaces

ii. Robust to failure: The application can run on different android device without crashing

2.4 Proposed Languages

 C#

 JavaScript

2.5 Proposed Development Software


 Unity3D

 Mono-develop

 Adobe Photoshop
3. CHAPTER
Unity Game Engine

3.1 Unity Overview

The engine of choice for this project was Unity, a fully-fledged game engine and development
environment, Building games for Android devices requires an approach similar to that for iOS
development. However, the hardware is not completely standardized across all devices, and this
raises issues that don’t normally appear during development.

3.2 Asset Management


Unity maintains all assets under one hierarchy, making organisation
relatively straightforward. It imports each asset from a variety of supported
formats and hides the process, exposing only certain, specific options. Each
asset therefore, like all objects in Unity, has a property page. Everything is
treated as an asset so scripts also have their own property page. Property
pages appear in the Inspector.

Figure 3.1 Hierarchy


Public fields of any class derived from MonoBehaviour are accessible directly from the
Inspector. This is most useful for linking scripts to other objects at desige‐time so that they need
not be sought during execution. It also allows assets to be easily linked into scripts. For example,
the UIButton class has a public Texture field to allow the script to be passed an image asset.
Once running, this script then has complete access to the texture instance and can draw it
to the screen. See the section on User Interface for details of how the same texture may be
used at design time to lay out the UI components.

Figure 3.1.1 Inspector


3.3 Scripting Language

Unity supports three scripting languages: JavaScript, Boo and C# (Unity, 2009b).There is
little performance difference between these and as such the choice was left open. Having prior
experience with both JavaScript and Python (on which Boo is based), the choice was made to
use C# to expand the author’s skill set. It is also possible to mix and match scripts in different
languages since they share the same API under the Novell (2009) sponsored Mono project,
so the risks of learning a new language were snuffed.C# is the language of choice for XNA
and many companies are using Mono, as Unity does, for their scripting needs (Novell,
2009).

Figure 3.2 Scripting Language


3.4 Unity Asset Management

Since each GameObject may contain multiple scripts and child GameObjects it can become a
very complex object. It is often necessary to group such an entity for reuse. To achieve
this, the parent object may be dragged into the Project manager as Prefab. Once in this state
instances of the prefab may be dragged back into the scene. Each instance is highlighted in blue
to show that it is connected to a prefab on disk. Changes to a prefab may be local or applied to all
other instances. This allows for a very flexible scene set‐up.A set of assets, prefabs and their
associated resources (images, etc.) can be collected together to form a Unity package. These
packages tie all dependencies into one neat file and were the means exploited to transfer
environment changes into the development scene. Separate scenes were in use during
development to ensure thatindependent work could be carried out whilst exploiting the package
system to share changes.As is evident from their construction, prefabs are instances of
GameObjects. As such they may be instantiated via scripts, which leads us to one of the
simple tools created for the game namely ObjectSpawner.

Figure 3.5 Assets


3.5 Animator

Animator Controllers are state machines that determine which animations are currently being
played and blends between animations seamlessly.
4. CHAPTER

Design and Architecture

4.1 System Architecture

A system architecture or systems architecture is the conceptual model that defines


the structure, behavior, and more views of a system. An architecture description is a
formal description and representation of a system, organized in a way that supports
reasoning about the structures and behaviors of the system.

Figure 4.1 System Architecture


4.2 Data Flow Diagram

A data flow diagram (DFD) is a graphical representation of the "flow" of data through an
information system, modelling its process aspects. ADFD is often used as a preliminary step to
create an overview of the system without going into great detail, which can later be elaborated.

Figure 4.2 Data Flow Diagram


4.3 Class Diagram

Class diagram in the Unified Modeling Language (UML) is a type of static structure diagram
that describes the structure of a system by showing the system's classes, their attributes,
operations (or methods), and the relationships among objects.

Figure 4.3.1 Class Diagram


Figure 4.3.2 Class Diagram
Figure 4.3.3 Class Diagram

4.4 Water fall Model


The Waterfall Model was first Process Model to be introduced. ... The waterfall model is a
sequential design process in which progress is seen as flowing steadily downwards (like
a waterfall) through the phases of Conception, Initiation, Analysis, Design, Construction,
Testing, Production/Implementation and Maintenance
Figure 4.4 Water fall model

4.5 Spiral Model

The spiral model is a risk-driven process modelgenerator for software projects. Based on the
unique risk patterns of a given project, the spiral model guides a team to adopt elements of
one or more process models, such as incremental, waterfall, or evolutionary prototyping.

Figure 4.5 Spiral model


4.6 Incremental Model

The incremental model applies the waterfall modelincrementally. The series of releases is
referred to as “increments”, with each increment providing more functionality to the
customers. ... Based on customer feedback, a plan is developed for the next increments, and
modifications are made accordingly.

Figure 4.6 Incremental model

We have used increment model for our project. We divided our project to many parts , Game
design , Audio , Animation and User Interface.
5. CHAPTER
Tools

5.1 Tools

We have used the following tools for development of android Game:

5.2 Unity

Unity is a cross-platform game engine developed by Unity Technologies, which is primarily used to
develop both three-dimensional and two-dimensional video games and simulations for computers,
consoles, and mobile devices.

5.4 Android SDK

Android software development is the process by which new applications are created for devices
running the Android operating system.
5.4 MonoDevelop

MonoDevelop is an open source integrated development environment for Linux, macOS, and
Windows. Its primary focus is development of projects that use Mono and .NET frameworks.

Figure 5.1 MonoDevelop


5.5 C#

C# is a multi-paradigm programming language encompassing strong typing, imperative, declarative,


functional, generic, object-oriented, and component-oriented programming disciplines.

5.6 Adobe Photoshop

Adobe Photoshop is a raster graphics editor developed and published by Adobe Systems for
macOS and Windows.
Chapter 6

REVIEW OF RELATED LITERATURE

According to the study of Chang, online gaming was referred to as internet gaming or electronic
gaming. it was a gathering of players with common game using a local Area where they could
on the same settings.

Muscle, the powerful commuination of concentration and rewarding surges of neurotransmitters


like dopamine strengthen neural circuits that build the brain.Academic achievement may
negatively related to over-all time spent playing video games. studies have shown that the more
time aids spends playing video games, the poorer is his performance in school /Anderson L
nternet gaming addiction is a behavioral problem that has seen classic idea explained in
numerous ways. According to Mths, psychosocial processes lead to the development of
addictions, such as internet gaming addiction, which include the following components. "First,
the behavior is salient /the individual is preoccupied with gaming. Second, the individual uses
the behavior in order to modify their mood /ie, gaming is used to escape reality or create the
feeling of euphoria. Third, tolerance develops /the individual needs increasingly more time to
feel the same elect. "Our them, withdrawal symptoms occur upon discontinuation
of the behavior /the individual feels anious, depressed, and irritable if they are prevented from
playing."Fifth, interpersonal and intra-personal convicts develops as a consequence of the
behavior the individual has problems with their relationship, and hobbies, and lack of success in
a stridence. "finally, upon discontinuation of the behavior, the individual experiences relapse they
reinitiate gaming.As the world ecome more and more advance people also start to and
themselves an entertainments that suits with the world development. One of the entertainment is
online games. According to Edward Castro nova, Business and Culture of Online games, online
game is also!nown as multiplier game for multy country video game is usually denned as an
electronic game that is played by a controller and provides user interactions by generating visual
feedback. A multiplayer game is a game played by several players. (layers can be simply
independent opponents or they can play in teams. they can play against each other or can play
against the game, that is, opponents that are controlled using Artificial intelligence
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