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11re Proposal

The document proposes a 'Brick Breaker' arcade game that uses classes like Game, Ball, Paddle and Brick and follows a game loop of initializing, updating positions and collisions, and checking for game over. It describes the game mechanics, images, levels and integration with Java Swing for the interface.
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0% found this document useful (0 votes)
27 views5 pages

11re Proposal

The document proposes a 'Brick Breaker' arcade game that uses classes like Game, Ball, Paddle and Brick and follows a game loop of initializing, updating positions and collisions, and checking for game over. It describes the game mechanics, images, levels and integration with Java Swing for the interface.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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"Brick Breaker" Game Proposal

Overview
"Brick Breaker" is a simple arcade game where the player controls a paddle at the bottom of the
screen using which they bounce a ball upwards in an attempt to break a series of bricks arranged
at the top of the screen. The purpose of the game is to get rid of all the bricks on the screen to
move forward to the next level.

Classes
The game will be implemented using the following classes:

Game: This class will implement the main game logic, such as the game loop, scoring, and level
progression.

Ball: This class will be a game's ball, and it will include ball's movement, collision detection and
interaction with paddle and bricks.

Paddle: This class will be the player's paddle, and it will include its movement, and also its
detection of the collision with the ball.

Brick: This class will be one brick in the game board layout, wherein it will have to show its
position, type (normal, reinforced, etc.), and its destruction methods.

Level: This class will handle the gameplay levels, including the brick shuffling and the level
difficulty.

Score: In this class, I will code the player's score and high scores.

Input: This class will deal with the most basic user input, for example keyboard or mouse, and
then convert it into paddle actions.

Audio: This class will be responsible for sound effects and background music in the gameplay
process.

GameWindow: The class of this game will be responsible for the game's graphical user
interface (GUI) where the game board, the player's score, and the player's lives will be displayed.
Images

The game will include the following images:

Ball:

The ball has its own "face" with different styles or designs.

Paddle:

The player has a ball with a paddle that comes in various shapes and designs.

Bricks:

The various types of bricks, such as normal bricks, reinforced bricks, and power-up bricks, are
the essential components of the gameplay.
Level Backgrounds:

To make sure that the background images are relevant to each level, and that they add to the
visual experience.

Score and HUD Elements:

Visual components of the score, high score, and other HUD (head up display) information.
How It Works
The game will work as follows:

Game Initialization: The game kicks off and Game class will instantiate the game, which
includes setting up the first level, the ball, the paddle, and the player's score.

Game Loop: The Game class will initiate a game's loop; in this loop, the following actions will
be performed:

The Input class will manage the user input and making the actions for the paddle out of it.

The Ball class will govern the ball's position and its collisions with the paddle, the bricks, and the
game's borders.

The Brick class will be the one that will take care of the destruction of bricks when the ball hits
them, and adds the score to the game.

The Level class will be responsible for handling the advancement of levels, which will include
variety of bricks arrangements and difficulty.

Score will be the class that will store and manage scores and high scores.

The GameWindow class will be responsible for rendering all of the game elements including the
ball, the paddle, the bricks, the background, and the player's score.

Game Over: The game will be finished when the player runs out of lives. This will be displayed
by the GameWindow class and will provide a restart option.

The game will be created with a classic arcade-style design and will be equipped with bright
colors, smooth animations and pleasing sound effects to deliver an interactive and nostalgic
environment to the players.
Integration with Java Swing:

JFrame for Game Window: Place the game window inside the JFrame, where ball,
paddle, bricks, background and score information will be displayed.

JLabel for Visual Components: Utilize JLabel for visual elements that portray the ball,
paddle, bricks, score, high score, and other HUD elements in the window.

Layout Management: Use layout managers, such as BorderLayout, GridLayout, and


GridBagLayout, to make the components in the game window placed properly. This
guarantees the smoothness and aesthetics of the game interface across different screen
sizes.

Custom Graphics: Include custom graphics for the game elements like ball, paddle and
bricks using techniques like custom painting (using JPanel and overriding the
paintComponent method) or direct embedding of image files into JLabel.

Event Handling: Provide event listening with ActionListener or MouseListener


interfaces to get the user input in handling the paddle and interacting with game's
elements.

Nitesh Yadav 2319711

Rohit pandey 2321564

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