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GAME [open web app] Developed By~ Group-F Argha Das SK Firoj MD Shahnawaz Alam Asis Mondal 1

Project_report - argha

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GAME [open web app]

Developed By~ Group-F ♦ Argha Das ♦ SK Firoj ♦ MD Shahnawaz Alam ♦ Asis Mondal ♦ Sukanta Khandaith

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This Is To Certify That Argha Das, SK Firoj, MD Shahnawaz Alam, Asis Mondal , Sukanta Khandaith Are Student Of Computer Science & Technology Final Year Of This Institute, Have Successfully Completed Their Project Work ,Entitled As “UNDERWATER PIRATE”(gaming application ) Satisfactorily And Submitted The Project Report As Required As A Partial Fulfillment Of The Course Of Diploma In Computer Science & Technology .

I Wish Them Success In Life.

____________________ Date

____________________ ____________________ ____________________

Mr. Abhra Kumer Banerjee Dr. S.K Ghosal External Examiner Head Of The Department (CST) Principle

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TOPICS PAGE NO.

ACKNOWLEDGEMENT 4

INTRODUCTION 5

AIM OF THE PROJECT 7

BASIC FEATURES 7

OVERVIEW OF THE PROJECT 8

ALL ABOUT UNDERWATER PIRATE 9

REQUIREMENT SPECIFICATIONS 11

SNAPSHOTS OF GAME 12

SNAPSHOTS OF EVENT PAGE 14

TO MAKE THIS GAMING PLATFROM 17

EVENT SHEET 18

STORE PROCEDURE 20

SCOPE OF THE PROJECT 21

CONCLUSION 23

BIBLIOGRAPHY 24

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The satisfaction that accompanies that the successful completion of any task would be incomplete without the mention of people whose ceaseless cooperation made it possible, whose constant guidance and encouragement

Crown all efforts with success. We are grateful to our Group members for their helping hand, inspiration and constructive suggestions that helpful us in the preparation of this project. We also thank our colleagues who have helped in successful completion of

the project.

Acknowledged by

♦ Argha Das ♦ SK Firoj ♦ MD Shahnawaz Alam ♦ Asis Mondal ♦ Sukanta Khandaith

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A game is structured playing, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports/games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).

Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, situational, or psychological role.

Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word game. In his Philosophical Investigations,[4] Wittgenstein argued that the elements of games, such as play, rules, and competition, all fail to adequately define what games are. From this, Wittgenstein concluded that people apply the term game to a range of disparate human activities that bear to one another only what one might call family resemblances. As the following game definitions show, this conclusion was not a final one and today many philosophers, like Thomas Hurka, think that Wittgenstein was wrong and that Bernard Suits' definition is a good answer to the problem French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men), defined a game as an activity that must have the following characteristics:

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fun: the activity is chosen for its light-hearted character

separate: it is circumscribed in time and place

uncertain: the outcome of the activity is unforeseeable

non-productive: participation does not accomplish anything useful

governed by rules: the activity has rules that are different from everyday life

fictitious: it is accompanied by the awareness of a different reality

Computer game designer Chris Crawford, founder of The Journal of Computer Game Design, has attempted to define the term game using a series of dichotomies:

1. Creative expression is art if made for its own beauty, and entertainment if made for money.

2. A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of

non-interactive entertainment.

3. If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy

can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not

games.) If it has goals, a plaything is a challenge.

4. If a challenge has no "active agent against whom you compete," it is a puzzle; if there is one, it is

a conflict. (Crawford admits that this is a subjective test. Video games with

noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used

to evade ghosts in   Pac-Man .)

5. Finally, if the player can only outperform the opponent, but not attack them to interfere with their

performance, the conflict is a competition. (Competitions include rac ingand figure skating.) However,

if attacks are allowed, then the conflict qualifies as a game.

Crawford's definition may thus be rendered as an interactive, goal-oriented activity, with active agents to play against, in which players (including active agents) can interfere with each other. Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time, or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognized as playing a game due to the lack of any formidable opposition.

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It is not valid to describe a computer game as single-player where the computer provides opposition. If the computer is merely record-keeping, then the game may be validly single-player.

Many games described as "single-player" may be termed actually puzzles or recreations.

We are mainly concerned with developing an open web gaming application

The project has one single aim to develop fully functional open web gaming application using Construct 2 , for which a certain study pattern that has been followed is as stated below:

Entertainment, Entertainment & Entertainment!!!!

The web application will be extremely easy for the Users intending to use and play this game through their browser , as well as the Users will get entertainment benefits in the field of open web app.

The foremost reason is it need not any installation.

High Graphical view .

It have many kind of Sound Effects.7

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Very Easy & Funny to play.

This application will not make the system slow & hang.

The project that we have undertaken aims to develop an open gaming application that is clean, user-friendly and multi-functional. Development of this application includes a number of fields such that the user feels comfortable and the system appears as dynamic to him. The project “Open Web Gaming Application ” includes the following functionalities:

Design a Gaming app / Open web app through Construct 2 based package of the computerized system.

Need not any installation.

High Graphical view.

Very Easy & Funny to play.

This web application will be extremely easy for the Users intending to use and play this game through their browser , as well as the Users will get entertainment benefits in the field of open web app.

Small size 4.5mb max.

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GAME The term "game" can include simulation or re-enactment of various activities or use in "real life" for various purposes: e.g., training, analysis, prediction. Well-known examples are war games and role-playing. The root of this meaning may originate in the human prehistory of games deduced by anthropology from observing primitive cultures, in which children's games mimic the activities of adults to a significant degree: hunting, warring, nursing, etc. These kinds of games are preserved in modern times.

MISSION OF THIS GAME

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Number of enemy have been included in layout, you need to protected yourself from them

And set the angle at them & kill them through your bullets to get back your Kingdome.

RULES OF THIS GAME There have some enemy's in your kingdom, You need to kill them through your bullets, If any enemy touch on you then you will be destroyed & your game will be finished.

That's why you need must have to keep safe distance from the enemy as well as you have to kill them through the bullets.

ENEMY BEHAVIORS There have twenty enemy in this layout. They are behaving like a enemy, they are rotating & moving with 300 speed , acceleration-0, gravity-0,radious-50, refractive index-50.

And they are bouncing in this layout.

LAYOUT PROPERTIES There have only two layout first one for welcome user and second one is

Main page, this page’s background effect looks like underwater.

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FEEDBACK CORNER We thoroughly do welcome your feedbacks and advice

[email protected]

Internet Browser:

Most of the browsers can be used like:

CHROME 24.0.1312.52 or above

MOZILLA FIREFOX 2.0 or above (preferred)

FOR THE SOFTWARES USED:

Construct 2 R139

Processor:

Intel i3 Processor (recommended)

Operating System:

WINDOWS 7

WINDOWS XP

RAM:

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512MB or above

Hard Drive:

3.8 GB Of available space required on Installation Drive .

SNAPSHOTS OF GAME

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SNAPSHOTS OF EVENTPAGES

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2

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TO MAKE THIS GEMING PLATFROM

1. INSTALLING CONSTRUCT 2:-If you haven't already, grab a copy of the latest release of Construct 2 here. The Construct 2 editor is for Windows only.

but the games you make can run anywhere, such as Mac, Linux or iPad. Construct 2 can also be installed on limited user accounts.

It's also portable, so you can install to a USB memory stick for example, and take it with you.

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2.GETTING STARTED:- Now set up, launch Construct and Click the File button, and select New in the New Project dialog.

3.SIZE THE LAYOUT:- First of all, we need the layout (level) to be a bit bigger than the default. Left-click a space in the layout and the Properties.

Bar will display Layout Properties. Change the size of the level to 4000 x 2048.Let's tile the background image across the layout.

Double-click a space in the layout. This will bring up the Insert Object dialog. Double click the Tiled Background object to insert it.

The mouse turns in to a crosshair. It doesn't matter where you place it initially, so just left click somewhere in the layout.

The Image editor opens so you can enter the image to tile. Let's import the Background Image\Background.png file from the sprite pack.

Click the Open icon to import an image.

Select the Background Image\Background.png file, then close the image editor. You should see part of the background image in the layout.

We need to size the background to cover the entire layout. Make sure it is selected (left click it in the layout) and its properties should appear

in the Properties Bar. To make it cover the entire layout, set its Position to 0, 0 and its Size to 4000, 2048 (the same size as the layout).

If The background image is pretty big, so it's hard to see it all at once at the current zoom level. Let's try zooming out to preview more of it.

Hold Control and scroll the mouse wheel down to zoom out. Alternatively, press View - Zoom out in the ribbon a couple of times. You should be able to

see the entire layout.

4.ADDING A LAYER:- now we need to add some more objects. However, we're going to keep accidentally selecting the tiled background unless we lock it,

making it unselect able. Let's use the layering system to do this. Layouts can consist of multiple layers, which you can use to group objects.

Imagine layers like sheets of glass stacked on top of each other, with objects painted on each sheet. It allows you to easily arrange which objects appear

on top of others, and layers can be hidden, locked, have parallax effects applied, and more. For example, in this game, we want everything to display above

the tiled background, so we can make another layer on top for our other objects.

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To manage layers, click the Layers tab, which usually is next to the Project bar.

5.ADDING THE ENEMY:-Right click on layout2 insert a PNG image as a new object name it ENEMY,

6. ADDING THE PLAYER:- Let's add a sprite for the player. As before, double-click a space in the layout to insert a new object, and choose Sprite.

When the crosshair comes up, click somewhere above the tiles. The Image Editor will appear.

Cropping:- You might notice the player has some empty transparent space around them. This is common after importing images. However,

it's bad practice to leave it there - it wastes memory and can make collisions less reliable

There's a quick way to get rid of it, though. Hold shift and press the Crop button on the image editor toolbar.

If you didn't hold shift, only that frame is cropped, so make sure you have shift down when you click it to crop the entire animation.

The player image should now be nicely cropped, with no unnecessary space

Setting the origin:- To set the origin, click the Set origin and image points tool in the image editor.

You should notice a red spot appear on the player. That's the origin. You can click to change it. However, we want it bottom-middle aligned.

We can quickly assign this by hitting 2 on the num pad (if num lock is on). If you don't have a num pad (e.g. some laptops), you can right click Origin in the Image points window that popped up and choose Quick assign - Bottom.

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it's a hassle to do this for each and every frame, but luckily there's another short-cut: in the Image points window that popped up, right click Origin and click Apply to whole animation.

Right click the Idle animation in the Animations window and select Preview. You should see the player bobbing up and down gently.

All done! Close the animation preview and the image editor. You should see your player in the layout.

Rename the object to Player in the Properties bar, since we're being organized.

7.Adding behaviors:- Construct 2 comes with lots of behaviors. These make your objects work in pre-defined ways,

which often saves loads of time. It's possible to re-do everything the behaviors do in the event system, but it is often difficult and time consuming to do that.

That's why behaviors are really handy to get your game up and running quickly!

For Player:- The Platform behavior can take care of the complexities of platform movement for us. However, there's one important tip for using it.

First of all we add 8 Direction behaviors and then we add Bound to layout behaviors to scroll this object on layout.

For Enemy:- The Platform behavior can take care of the complexities of platform movement for us. However, there's one important tip for using it.

First of all we add Bullet, Rotate behaviors and then we add Crystal Ball as a Effect.

EVENT SHEET

FOR LAYOUT1:-

. System on the start of layout text7=Flash:0.5 on 0.3 off for 3600 seconds.

. Keyboard on SPACE key press, system go to "layout2".

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EVENT SHEET

FOR LAYOUT2:-

Events work by testing if a series of conditions have been met. If they have, the actions run.

In this case, we always want to position the player on top of Player Box. To do this, we should update its position every tick, or frame of the game.

Double-click a space in the Event Sheet View to create a new event.

then Double-click the System object, which contains the Every tick condition then

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. Add Sprite6 and set angle toward next add mouse as a object on layout2 and add parameters for mouse when left button is down parameters for Sprite6 spawn Sprite9 on layer0,then we add system

parameters every (0.1) second Sprite9 will rotate clockwise.

. Parameters for Sprite9 on collision with enemy, parameters for enemy subtract from health(value=10),sprite9=destroy.

. Parameters for enemy compare instance variable(Health) comparison(less or equal) value(0) then enemy=destroy.

. Parameters for enemy on collision with Sprite6,Sprite6=destroy & text2=visible(flash on 0.5 on 0.3 for off 3600 second) & audio=stop all.

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KEY FUNCTION:-

. Keyboard UP key is down, parameters for Sprite6(8driction):simulate control=UP.

. Keyboard DOWN key is down, parameters for Sprite6(8driction):simulate control=DOWN.

. Keyboard RIGHT key is down, parameters for Sprite6(8driction):simulate control=RIGHT.

. Keyboard LEFT key is down. parameters for Sprite6(8driction):simulate control=LEFT.

. Keyboard SPACE key on pressed system=go to layout2 .

STORE PROCEDURE

. Click on the top of the menu bar select Export Project, follow the steps & save it.

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Future scope of this application can be easily implemented under various situations. We can add new features as and when we require. Reusability is possible as and when require in this application. There is flexibility in all the modules.

Reusability:-

Reusability is possible as and when require in this application. We can update it next version. Reusable software reduces design, testing cost by amortizing effort over several designs. Reducing the amount of condition also simplifies understanding, which increases the likelihood that the condition is better than before. We follow up both types of reusability: Sharing of newly written condition within a project and reuse of Previously written condition on new projects.

Understandability:-

A method is understandable if someone other than the creator of the method can understand the code (as well as the creator after a time lapse). We use the method, which small and coherent helps to accomplish this.

Game difficulty: - Enemy’s will be more power full than now, a big monster will come to destroy user .

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Player power:- Player will have some limited life and also more power

Layouts & levels:- To make more interest we’ll make a new level with lots of difficulty.

Cost-effectiveness:- Its cost is under the budget and make within given time period. It is desirable to aim for a system with a minimum cost subject to the condition that it must satisfy the entire requirement.

Scope of this document is to put down the requirements, clearly identifying the information needed by the user, the source of the information and outputs expected from the system.

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In the absence of real time user in context of this project, it was up to us, the developing team to analyze the requirements for the “WEB APP” and in process, the following was detected:

Understanding the working and operation related details of a Gaming app and also understanding the design of levels of a Game.

Detailed discussion about the flexibility of the system. Design a Gaming app / Open web app through Construct 2 based package of the computerized system.

The foremost reason is it need not any installation High Graphical view and it have many kind of Sound Effects.

Very Easy & Funny to play & this application will not make the system slow & hang.

Beside this, The web application will be extremely easy for the Users intending to use and play this game through their browser , as well as the Users will get entertainment benefits in the field of open web app.

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Book References:-

Let us C solution by yashavant kanetkar

Web Sites:

www.wikipedia.org

www.google.com

www. Scirra.com

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