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Discuss About Side Scroller With A Neat Uml Diagram

The document discusses several aspects of side-scrolling games and 3D games: 1. It describes the basic gameplay mechanics of a typical side-scrolling game where the player moves left and right through a scrolling landscape, jumping over obstacles. 2. It then provides more details on the design of a sample side-scrolling game called "Jumping Jack", including the graphical layers, controls, and gameplay elements like fireballs that chase the player. 3. It also explains the concept of an isometric tile-based game and how it creates an artificial 3D perspective using 2D tiles that do not adjust for distance like a true 3D projection would.

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0% found this document useful (0 votes)
91 views4 pages

Discuss About Side Scroller With A Neat Uml Diagram

The document discusses several aspects of side-scrolling games and 3D games: 1. It describes the basic gameplay mechanics of a typical side-scrolling game where the player moves left and right through a scrolling landscape, jumping over obstacles. 2. It then provides more details on the design of a sample side-scrolling game called "Jumping Jack", including the graphical layers, controls, and gameplay elements like fireballs that chase the player. 3. It also explains the concept of an isometric tile-based game and how it creates an artificial 3D perspective using 2D tiles that do not adjust for distance like a true 3D projection would.

Uploaded by

Neeraj
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1.

Discuss about side scroller with a neat uml diagram


The player’s sprite in a side-scrolling game usually travels left or right through a landscape that
extends well beyond the limits of the gaming pane. The landscape scrolls past in the background
while the player jumps (or perhaps flies) over various obstacles and bad guys, landing safely on
platforms to collect treasure, food, or rescue Princess Peach. Of course, the quintessential side-
scroller is Super Mario

2. or Explain a Jumping Jack player and how to design the interface environments for Jumping Jack
application.
o JumpingJack, a side scroller in the Super Mario mould, considerably simpler, that
illustrates tile maps, layers, parallax scrolling
o A jumping hero called ‘Jack’ who has to dodge exploding fireballs.
o JumpingJack has a few unusual elements:
▪ the foreground is a tile map, which Jack scrambles over, but the other layers are
large GIFs.
▪ the background layers and tiles wrap around the drawing area, so if Jack travels
long enough he returns to his starting point.
o The arrow keys make Jack move left, right, stand still, and jump.
o Once Jack starts moving (when the user presses the left or right arrow keys), he keeps
moving until he hits a brick.
o To prevent him stopping, the user should press the jump key (up arrow) to make him
hop over bricks in his path.
o Fireballs shoot out from the right edge of the panel, heading to the left, unaffected by
bricks in their way.
o If a fireball hits Jack, the number of hits reported in the top-left of the panel is
incremented; when it reaches 20, the game is over, and a score is reported.
o As a slight relief, only a single fireball is shot at Jack at a time.

Interface environments
The easiest way of understanding JumpingJack's coding design is to consider the graphical
layers making up the on-screen image.

The scenic background is made from three GIFs (mountains.gif, houses.gif, and trees.gif in
/Images), all wider than the JPanel, and moving at different speeds behind the bricks layer
and sprites

The images are drawn to the JPanel in back-to-front order, and easily combined since
houses.gif and trees.gif contain large transparent areas.

Each images is maintained by a Ribbon object, which are collectively managed by a


RibbonsManager object.

The bricks layer is composed from bricks, positioned on-screen according to a bricks map
created by the programmer.

Each brick is assigned a GIF, which can be any rectangularshape.

Each brick is represented by a Brick object, grouped together and managed by


BricksManager.

The bricks layer is also wider than the JPanel, and wraps around in a similar way to the
Ribbon backgrounds.

Jack walks or jumps over the bricks.


3. Explain the concept of isometric tile game and discuss in detail about its
implementation process.

o Isometric tiles are the basis of many real-time strategy (RTS) games, war games, and
simulations, though the tiling of the game surface is usually hidden.
o AlienTiles is a basic isometric tile game consisting of one player who must pick up a cup,
flower pot, and a watch before four nasty aliens catch and hit him three times.
o Isometric tiles give an artificial sense of depth as if the player’s viewpoint is somewhere
up in the sky, looking down over the playing area.
o It's artificial since no perspective effects are applied:
▪ the tiles in the row ‘nearest’ the viewer are the same size
▪ shape as the tiles in the most ‘distant’ row at the top of the screen.
o This is where the term isometric comes from: an isometric projection is a 3D projection
that doesn’t correct for distance.
o The illusion that each row of tiles is further back inside the game is supported by the z-
ordering of things (sprites, objects) drawn in the rows.
o detail about its implementation process (idk this)
4. Why is Java 3D required? Explain the concept of checkers 3D game.
A high-level API for building interactive 3D applications and applets uses a scene graph to
model/control the 3D scene Fast and efficient impl. on a variety of platforms built on top of
OpenGL and DirectX Other features: object behaviors user interaction loaders for many 3D
file formats

Checker3D: The scene consists of a dark green and blue tiled surface (and red center) labels
along the X and Z axes a blue background a floating sphere lit from two different directions
the user (viewer) can move through the scene by moving the mouse

Checkers3D is the top-level JFrame for the application. WrapCheckers3D is a JPanel holding the
scene graph, which is viewable via a Canvas3D object. CheckerFloor creates the subgraph for the
floor (e.g., tiles, axes, etc.), with all the same colored tiles represented by a single ColoredTiles
object.
5. Discuss in detail about loading and managing external nodes.
It is possible to build complex geometries in Java 3D by using a subclass of GeometryArray (e.g. a
QuadArray, TriangleStripArray), but there is little help available except for the “try it and see”
approach. It makes much better sense to create the object using 3D modeling software, and
then load it into your Java 3D application at run time.

6. Write about a 3D Sprite object. Explain how to design and implement a


Tour3D application using uml diagram.

7. Discuss about LatheShape 3D objects


A lathe shape is created in two stages: first the user defines a lathe curve, and this is
automatically rotated around the y-axis to make the shape. A lathe curve is a sequence of (x,y)
points defining a series of curve segments and straight lines. When the curve is rotated, each
point moves in a circular orbit back to its starting position. However, it is possible to modify the
orbit to create an ellipse, or more complicated paths. A lathe shape is pink by default, but this
can be changed to a different colour or texture. In both cases, the shape will reflect light (i.e. a
shape’s faces always have normals). A colour is defined using two Color3f objects: one for
ambient illumination (typically a dark hue), the other for diffuse lighting. A texture is wrapped
round the shape starting from the middle of its back, continuing counter-clockwise round the
front, and ending at its back again. The texture is also stretched in the y-direction so that it
covers the shape vertically

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