Acn Microproject
Acn Microproject
A breakout game in Java is a classic arcade-style game where the player controls a paddle at the bottom of the
screen to bounce a ball and break a wall of bricks. The goal is to clear all the bricks from the screen by hitting
them with ODUCTION
the ball. Here's a simple outline of how you might create a basic breakout game in Java:
Use a graphics library like Swing or JavaFX to create a window for the game.
Game Elements:
Create classes for game entities such as the paddle, ball, and bricks.
Game Loop:
Implement a game loop that continuously updates and renders the game.
Check for collisions between the ball and the paddle, as well as the ball and the bricks.
User Input:
Capture user input (keyboard) to move the paddle left and right.
Detect collisions between the ball and game elements (paddle, bricks, walls).
Adjust the ball's direction when it hits different surfaces (angles for bricks, reflection for paddle).
Brick Destruction:
When the ball collides with a brick, remove the brick from the game.
Check conditions to determine if the player has won (all bricks are destroyed) or lost (ball goes below the
paddle).
Render the game elements on the screen using the chosen graphics library.
Update the display within the game loop to reflect changes in position and state.
Enhance the gameplay experience with sound effects for collisions, brick destruction, and other events.
Implement logic to handle game over and allow the player to restart the game.
Remember that this is a simplified overview, and creating a complete and polished breakout game involves
more details and considerations. You can find tutorials, resources, and sample code online to help you
implement each aspect of the game. As you gain more experience, you can also explore adding additional
features like power-ups, different levels, and more complex gameplay mechanics.
METHODOLOGY
Creating a breakout game as a microproject in Java can be simplified while still covering the essential aspects.
Here's a streamlined methodology:
Setup and Initialization: Set up the game window and initialize the game components such as the ball, paddle,
and bricks.
Game Loop: Implement a game loop that repeatedly updates the game state and renders it on the screen.
Input Handling: Capture user input to control the paddle's movement using keyboard events.
Collision Detection: Detect collisions between the ball, paddle, and bricks. Update ball direction and remove
bricks upon collision.
Physics and Movement: Implement basic physics to control the ball's movement, bouncing off walls, paddle,
and bricks.
Brick Generation: Create a simple grid of bricks using arrays or collections. Each brick can have a basic state
(e.g., present or destroyed).
Scoring: Update and display the player's score based on the number of bricks destroyed.
Win/Loss Condition: Implement conditions to determine when the player wins (all bricks destroyed) or loses
(ball goes below the paddle).
Graphics and Rendering: Draw the game elements (ball, paddle, bricks) onto the screen using basic graphics
functions.
Game Over and Restart: Provide an option to restart the game after winning or losing.
Simple User Interface: Create a basic user interface with buttons for starting, restarting, and exiting the game.
Comments and Documentation: Add comments to your code explaining important sections and functions. Write
a brief documentation outlining how to play the game and control the paddle.
Since this is a microproject, focus on simplicity and core functionality. You can use Java's Swing library for
graphics and event handling, which is relatively straightforward. Start with the most basic features and gradually
enhance the game as time allows. This approach will allow you to learn and demonstrate the key concepts of
game development within the scope of a microproject.
PROGRAM
Main program:
import acm.graphics.*;
import acm.program.*;
import acm.util.*;
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
setBricks();
add(paddle);
add(ball,WIDTH/2,500);
lifeBar.setColor(Color.WHITE);
add(lifeBar,20,60);
addMouseListeners();
setBackground(Color.BLACK);
while(gameOver != true) {
pause(20);
checkCollision(ball);
ball.move();
if (prize != null) {
prize.drop();
if (prize.leftScreen()) remove(prize);
addMouseListeners();
add(new Brick(col,row,rowColor));
removeBrick(getElementAt(e.getX(),e.getY()));
switch (row) {
case 0:
case 2:
case 4:
case 6:
case 8:
return Color.CYAN;
remove(brick);
if (Brick.decreaseBricks()) callGameOver(true);
lives--;
add(prize);
gameOverScreen.setFilled(true);
gameOverScreen.sendToFront();
if (won == true) {
gameOverScreen.setColor(Color.WHITE);
gameOverLabel.setColor(Color.BLUE);
} else {
gameOverScreen.setColor(Color.RED);
gameOverLabel.setColor(Color.WHITE);
add(gameOverScreen);
add(gameOverLabel,WIDTH/2-gameOverLabel.getWidth()/2,HEIGHT/2+gameOverLabel.getAscent()/2);
gameOver = true;
double r = ball.getRadius();
ball.move();
double x = ball.getX();
double y = ball.getY();
ball.moveBack();
GObject collider = null;
int dir = 0;
if (x-r <= 0) {
ball.setLocation(r,y);
ball.changeDirection(1);
ball.setLocation(WIDTH-r,y);
ball.changeDirection(1);
if (y-r <= 0) {
ball.setLocation(x,r);
ball.changeDirection(2);
// less life
removeLife();
ball.restart();
//Check elements
//Check right
ball.changeDirection(1);
collider = getElementAt(x+r,y);
//Check left
ball.changeDirection(1);
collider = getElementAt(x-r,y);
}
//Check bottom
ball.changeDirection(2);
collider = getElementAt(x,y+r);
//Check top
ball.changeDirection(2);
collider = getElementAt(x,y-r);
ball.changeDirection(dir);
if (collider == paddle) {
ball.setDirection(paddle.collide(x,r));
/* Init things */
/** Points */
/* Prize on Board */
Ball Class
import acm.graphics.*;
import acm.util.*;
import java.awt.*;
public class Ball extends GCompound {
r = radius;
ball.setFilled(true);
ball.setColor(new Color(200,200,200));
light.setFilled(true);
light.setColor(new Color(255,255,255,150));
add(ball);
add(light);
direction = rgen.nextDouble(220,320);
direction = 290;
this.movePolar(velocity,direction);
this.movePolar(velocity, (direction+180)%360);
this.setVisible(false);
pause(100);
this.setVisible(true);
pause(100);
this.setVisible(false);
pause(100);
this.setLocation(Breakout.WIDTH/2,Breakout.HEIGHT/2);
this.setVisible(true);
direction = rgen.nextDouble(220,320);
return r;
return direction;
velocity = v;
direction = d;
private double r;
Brick Class
import acm.graphics.*;
import acm.util.*;
import java.awt.*;
if (rgen.nextBoolean(0.01)) {
color = Color.MAGENTA;
special = true;
fill.setFilled(true);
fill.setColor(color);
light.setFilled(true);
light.setColor(new Color(255,255,255,120+10*rowNum));
add(fill);
add(light);
setLocation(x,y);
// Add to bricks remaining;
bricksRemaining++;
return bricksRemaining;
bricksRemaining--;
return special;
Paddle Class
import acm.graphics.*;
import java.awt.*;
public Paddle() {
fill.setFilled(true);
fill.setColor(Color.GRAY);
light.setFilled(true);
light.setColor(new Color(0,0,0,50));
add(fill);
add(light);
this.setLocation(0, PADDLE_Y);
} else if (mouseX > Breakout.WIDTH - paddleWidth/2) {
this.setLocation(Breakout.WIDTH - paddleWidth,PADDLE_Y);
} else {
setColor(Color.RED);
return newDirection;
paddleWidth += 30;
this.move(-15, 0);
fill.setSize(paddleWidth, PADDLE_HEIGHT);
if ((y >= PADDLE_Y) && (y <= PADDLE_Y + PADDLE_HEIGHT) && x > this.getX() && x <
this.getX() + paddleWidth) {
prize.pickUp();
this.widen();
Prize Class
impo