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Final Java

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Final Java

Uploaded by

Aastha Dewangan
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© © All Rights Reserved
Available Formats
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A

PROJECT REPORT
On
Block Smasher Game
Submitted in partial fulfillment of the requirements
for the award of the degrees

of
BACHELOR OF TECHNOLOGY in
INFORMATION TECHNOLOGY

Submitted by:
Aastha Dewangan (300103321020)
Khushi Dewangan (300103321041)
Abhishek Dewangan (300103322301)

Guided by:
Dr.Ani Thomas
(Head of Department)

BHILAI INSTITUTE OF TECHNOLOGY DURG


DEPARTMENT OF INFORMATION TECHNOLOGY
UGC Autonomous Institution

(Affiliated to CSVTU, Approved by AICTE, NBA &NAAC ACCREDIATED)

DURG– 491001, CHHATTISGARH, INDIA www.bitdurg.ac.in

SESSION: 2023-24

1
CANDIDATE’S DECLARATION

We hereby declare that the project entitled “Block Smasher Game” submitted in partial
fulfillment for the award of the degree of Bachelor of Technology in Information Technology
completed under the supervision of Dr. Ani Thomas, Head of Department, Information
Technology, BIT DURG is an authentic work.

Further, I/we declare that I/we have not submitted this work for the award of any other
degree elsewhere.

(Signature of the Candidate)


Name of the candidate: Aastha Dewangan

(Signature of the Candidate)


Name of the candidate: Khushi Dewangan

(Signature of the Candidate)


Name of the candidate: Abhishek Dewangan

2
CERTIFICATE

This is to certify that the report of the minor project submitted is an outcome of the project work
entitled Block Smasher Game carried out by Aastha Dewangan (300103321020) Enrollment No.
CA6662, Khushi Dewangan (300103321041) Enrollment No. CB4387, Abhishek Dewangan
(300103322301) Enrollment No. BH8068, under my guidance and supervision for the award of
Degree in Bachelor of Engineering in Information Technology of Bhilai Institute of Technology,
Durg (C.G) , India.

(Signature of the Guide)


Name of Guide: Dr. Ani Thomas
Designation: Head of Department
Department: Information Technology
Name of the Institute: B.I.T. Durg

The project work as mentioned above is hereby being recommended and forwarded for
examination and evaluation.

(Signature of Head of Dept.)

3
CERTIFICATE BY THE EXAMINERS

This is to certify that the project work entitled Block Smasher Game. Submitted by Aastha
Dewangan (300103321020) Enrollment No. CA6662, Khushi Dewangan (300103321041)
Enrollment No. CB4387, Abhishek Dewangan (300103322301) Enrollment No. BH8068 has been
examined by the undersigned as a part of the examination for the award of Bachelor of Technology
degree in Information Technology.

Internal Examiner External Examiner

4
ACKNOWLEDGEMENT

We wish to acknowledge with a deep sense of hearty gratitude and indebtedness to Mr. Amrendra
Kumar Singh, Information Technology, who gave us this opportunity to experience project work
& his valuable suggestion during this project have been invaluable. We take this opportunity to
voice & record our sincerest gratefulness towards our esteem Supervisor Dr. Ani Thomas under
whose able guidance the project work has been brought to completion. Our heart leaps up in
thankfulness for her benevolence & time to time help, valuable suggestions, constructive criticism
& active interest in the successful completion of this project work.

We are also thankful to all our honorable Principal, Head of Department and teachers of
the Information Technology Department and our parents whose valuable support helped us and
kept us motivated all through.

Aastha Dewangan
Khushi Dewangan
Abhishek Dewangan
B.Tech. V Sem
Department of Information Technology
BIT DURG

5
Table of Contents
Abstract 7

CHAPTER TITLE PAGE NO.

I Introduction 8

II Literature Review 9

2.1 Overviews 9

2.2 Objective and scopes 10

III Problem Identification 12

3.1 Problem Statement 12


3.2 Hardware and Software Requirements 12-14

IV Methodology 15

4.1 Steps 15-16

4.2 DFD 17
4.3 Code 19-24
4.4 Integration of various modules 25-26

V Result & Discussion 27 -29

VI Conclusion & scope of further work 30

6.1 Conclusion 31

6
ABSTRACT

This report provides a comprehensive overview of the development process of a Brick Smasher
game using Java. The report covers various aspects of the development process, including game
components, game logic, user interface, game loop, additional features, challenges and
considerations, testing and debugging, deployment, post-development activities, open source and
collaboration, and future enhancements and sequels. The report emphasizes the importance of
careful consideration of each stage of the development process, engagement with players and the
community, and continuous improvement to create a successful and enjoyable game. The report
also highlights the opportunities for learning, creativity, and collaboration that arise during game
development and provides insights into building a successful and sustainable game
development career.

7
CHAPTER Ⅰ

INTRODUCTION

The Brick Breaker game is a classic and popular arcade-style game that has entertained players
for decades. In this game, players control a paddle at the bottom of the screen and use it to
bounce a ball towards an arrangement of bricks at the top of the screen. The goal is to break all
the bricks by hitting them with the ball while preventing the ball from falling below the paddle.

This report outlines the process of implementing a simple yet engaging version of the Brick
Breaker game using the Java programming language. Java is a versatile and widely-used
programming language that is well-suited for developing games due to its object-oriented
design, built-in graphics libraries, and cross-platform compatibility.

The report covers various aspects of game development, including the design and
implementation of game components, handling user input and game logic, creating a user
interface, and managing the game loop. Additionally, the report discusses challenges and
considerations in game development, testing and debugging, deployment options, and ways to
enhance and extend the game.

Overall, the development of a Brick Breaker game in Java provides a valuable opportunity for
developers to practice and apply their programming skills, learn about game development
concepts and techniques, and create an entertaining and interactive gaming
experience for players.

8
CHAPTER Ⅱ

LITERATURE REVIEW

A literature review of a block smasher game should cover various aspects, including design,
user experience, cognitive and motor skill development, educational applications,
psychological and behavioral impacts, platform and technology, social and multiplayer
features, user feedback, cultural and societal influences, accessibility, and emerging trends.
Analysing research and studies on these topics can provide insights into the game's
development, impact, and user engagement.

Overview:
In a block smasher game, the player's main task is to use the paddle to keep a bouncing ball in
play. By strategically directing the ball toward the bricks or blocks positioned at the top of the
screen, the player aims to break as many of them as possible. These bricks come in different
colors, shapes, and patterns, and some might require multiple hits to be destroyed.
As the game progresses, it often becomes more challenging with complex brick
arrangements and the introduction of special bricks that can release power-ups, bonuses, or extra
balls when hit. Power-ups can grant the player advantages, like a larger paddle, increased ball
speed, or the ability to shoot projectiles.
The player's score increases with each brick they destroy, and achieving high scores is a
central goal. The game continues until the player loses all their lives, which happens when the
ball falls below the paddle a certain number of times.
Block smasher games are known for their accessibility and addictive gameplay, making them
appealing to players of all skill levels. They have a long history in the world of video games and
have been adapted to various platforms, from classic arcade cabinets to modern mobile devices.

9
Objectives:

Understand Game Design Principles: To analyze the fundamental design principles that underlie
block smasher games, including level design, ball physics, power-ups, and scoring mechanisms.
Examine User Experience: To explore the player experience in block smasher games, focusing
on aspects like engagement, enjoyment, and immersion, and how these factors are influenced by
game design.
Assess Cognitive and Motor Skill Development: To investigate how block smasher games
impact cognitive skills (e.g., problem-solving, spatial reasoning) and motor skills (e.g., hand-eye
coordination) through gameplay. Explore Educational Applications: To review how block
smasher games are used in educational settings, such as teaching physics concepts or improving
problem-solving skills in a learning environment.
Assess Technological Impact: To evaluate how the choice of gaming platform (e.g., mobile,
console, PC) and emerging technologies (e.g., VR/AR) affect the gameplay and user experience
of block smasher games. Examine Social and Multiplayer Aspects: To investigate the social and
multiplayer features of block smasher games, such as leaderboards, cooperative or competitive
gameplay, and their impact on player engagement.
Analyze User Feedback and Reviews: To study user reviews, feedback, and comments on
popular block smasher games to gain insights into player preferences, criticisms, and suggestions
for improvement.

Scope:

• Analysis of design principles, gameplay mechanics, and player engagement in block


smasher games.
• Examination of the impact of block smasher games on cognitive and motor skill
development.
• Review of educational applications and the use of block smasher games in teaching.
• Assessment of psychological and behavioral effects, including player motivation and
addiction.
10
• Comparative analysis with other video game genres to understand differences in player
experiences.
• Evaluation of the technological impact, including gaming platform and emerging
technologies.

11
CHAPTER Ⅲ

PROBLEM IDENTIFICATION

Problem Statement

• Design and implement a block smasher game where the player controls a paddle at the
bottom of the screen to bounce a ball and break a grid of blocks located at the top of the
screen.
• The objective is to clear all the blocks from the screen by bouncing the ball off the paddle
and into the blocks.
• The project should:
1) Display blocks and disappear after hitting the ball.
2) Small platform(paddle) moving left and right.
3) The ball must bounce after hitting block, walls and paddle at the bottom.
4) Score display.

The ultimate goal is to achieve the highest score possible.

HARDWARE AND SOFTWARE REQUIREMENTS

For the successful development and deployment of a block smasher game project built on Java, the
following hardware and software requirements need to be considered:

Hardware Requirements:

Operating System: The development machine should have a compatible operating system. Java is
platform independent, but the development environment may have OS-specific requirements.
Processor: A multi-core processor is recommended to ensure efficient development and usage of
the password manager.
Memory (RAM): A minimum of 4GB of RAM is recommended for smooth development and
testing. More RAM may be required for larger-scale projects.

12
Storage: Adequate storage space is needed for the development environment, source code, and any
associated files. At least 100GB of storage is recommended.
Display: A standard monitor with a resolution of 1280x1024 or higher is advisable for efficient
coding and testing.

Software Requirements:

Game Development Environment:


Game Engine: You will need a game engine or development framework for creating your block
smasher game. Popular game engines include Unity, Unreal Engine, Godot, or GameMaker
Studio. The choice depends on your preferred programming language, platform, and features.
Integrated Development Environment (IDE): An IDE or code editor for writing and managing
your game's source code. The choice of IDE may depend on the game engine you select.
Graphics and Animation Software: Graphic design software such as Adobe Photoshop, GIMP,
or pixel art tools for creating game assets, including sprites, backgrounds, and animation.
Overview

The block smasher game follows a client-server architecture, where the client is a Java Swing-based
GUI application, and the server is a MySQL database for score storage.

Class Diagram
A class diagram illustrates the structure of your game's classes and their relationships. Classes may
include Player, Game, Ball, Paddle, Brick, PowerUp, and more. These classes interact to create the
game's behaviour.

Database Schema
If your game involves data storage, the database schema could include tables for Players, Scores,
Levels, and other game-related entities. Fields would include player names, scores, game
progress, and timestamps.

Technologies Used: Programming Languages


Java is a versatile, platform-independent programming language known for its security and
portability. Developed by Sun Microsystems, it employs a "write once, run anywhere" philosophy
through the Java Virtual Machine (JVM). With strong community support and a rich library, Java
is widely used in web, mobile, and enterprise application development.

13
Libraries and Frameworks-Java Swing for GUI
Java Swing is a versatile and widely used library for developing graphical user interfaces (GUIs)
in Java applications, including games. Swing offers a rich set of features and components that are
invaluable for creating the user interface of a block smasher game. Its comprehensive collection of
GUI components, including buttons, labels, text fields, and more, makes it easy to design interactive
game menus, settings screens, and score displays. Swing provides layout managers to arrange and
control the positioning of these components within windows or panels, enabling organized and
responsive user interfaces.

IDE-Intellij IDEA
IntelliJ IDEA is an integrated development environment written in Java for developing computer
software written in Java, Kotlin, Groovy, and other JVM-based languages. It is developed by
JetBrains and is available as an Apache 2 Licensed community edition, and in a proprietary
commercial edition.

14
CHAPTER Ⅳ

METHODOLOGY

The Java-based Block smasher project follows a structured methodology: planning, design,
implementation, testing, and deployment. The user-friendly GUI enhances the user experience,
and thorough documentation aids understanding. Ongoing maintenance and future development
remain integral for long-term project success. Following steps are followed for the development
of this projects

Steps:
Step 1: Project Planning and Requirements Gathering
Define Project Objectives and Requirements.
- Determine Feature Set.
- Plan the Application Architecture.
- Decide on GUI (optional).

Step 2: Set Up Your Development


Environment - Install JDK.
- Install Integrated Development Environment (IDE) (e.g., VS Code).
- Configure IDE and project settings.

Step 3: Concept and Planning –


- Idea Generation: Begin by brainstorming and conceptualizing the core gameplay
mechanics and objectives of your block smasher game.
- Market Research: Analyze existing block smasher games to understand the competition
and identify opportunities for innovation.
- Game Design Document (GDD): Create a comprehensive GDD that outlines the game
concept, story (if applicable), gameplay mechanics, levels, characters, and objectives.
- Prototyping: Develop a simple prototype or minimum viable product (MVP) to test the
core game mechanics and gather initial feedback.

15
Step 4: Development -
- Choose Development Tools: Select a suitable game engine, programming language, and
development environment that align with your project's requirements and your team's
expertise.
- Create Game Assets: Design and create game assets, including graphics (sprites,
backgrounds), audio (sound effects, music), and animations.
- Game Programming: Implement the game logic, including ball movement, paddle control,
collision detection, scoring, and level progression. Code the user interface, menus, and any
additional features.
- Graphics and Animation: Integrate graphical assets and animations into the game engine.
- Testing and Debugging: Continuously test the game to identify and fix bugs. Ensure that
gameplay is smooth and free of errors.

Step 5: Testing and Quality Assurance -


- Game Testing: Conduct extensive testing, including gameplay testing, functionality
testing, and user experience testing.
- Bug Tracking: Use bug tracking software to log and prioritize issues. Address and fix
bugs promptly.
- User Feedback: Gather feedback from playtesters and make necessary adjustments based
on their suggestions.

16
DATAFLOW DIAGRAM
A data flow diagram (DFD) illustrates the flow of data within a system, including the processes,
data sources, data destinations, and data storage. In the context of a Block Smasher game, the data
flow diagram can depict how data moves through the various components of the game.

17
Block Smasher Game

Exit Game Game Menu Instructions

New Game

Bouncing Ball Breakable Blocks Platform

Game Over

Score New level

Bouncing Ball Breakable Blocks Platform

18
Code:

import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Color;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.Rectangle; // Added for collision detection

public class GamePlay extends JPanel implements KeyListener, ActionListener {


private boolean play = false;
private int score = 0;
private int totalBricks;
private Timer timer;
private int delay = 8;
private int playerX = 310;
private int ballPosX = 120;
private int ballPosY = 350;
private int ballXDir = -1;
private int ballYDir = -2;
private MapGenerator map;
private int level = 1; // Starting level
public GamePlay() {
map = new MapGenerator(level); // Using level variable
totalBricks = calculateTotalBricks(level); // Calculating total bricks based on level
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
timer = new Timer(delay, this);
timer.start();
}
public void paint(Graphics g) {
super.paint(g);
g.setColor(Color.black);
g.fillRect(1, 1, 692, 592);
map.draw((Graphics2D) g);
g.setColor(Color.yellow);
g.fillRect(0, 0, 3, 592);
g.fillRect(0, 0, 692, 3);
19
g.fillRect(691, 0, 3, 592);
g.setColor(Color.white);
g.setFont(new Font("serif", Font.BOLD, 25));
g.drawString("" + score, 590, 30);
g.setColor(Color.yellow);
g.fillRect(playerX, 550, 100, 8);
g.setColor(Color.GREEN);
g.fillOval(ballPosX, ballPosY, 20, 20);

if (ballPosY > 570) {


play = false;
ballXDir = 0;
ballYDir = 0;
g.setColor(Color.red);
g.setFont(new Font("serif", Font.BOLD, 30));
g.drawString(" Game Over Score: " + score, 190, 300);
g.setFont(new Font("serif", Font.BOLD, 30));
g.drawString(" Press Enter to Restart", 190, 340);
}
if (totalBricks == 0) {
play = false;
ballYDir = -2;
ballXDir = -1;
g.setColor(Color.red);
g.setFont(new Font("serif", Font.BOLD, 30));
g.drawString(" Game Over: " + score, 190, 300);
g.setFont(new Font("serif", Font.BOLD, 30));
g.drawString(" Press Enter to Restart", 190, 340);
}
g.setColor(Color.white);
g.setFont(new Font("serif", Font.BOLD, 20));
g.drawString("Level: " + level, 20, 60);
}

public void actionPerformed(ActionEvent e) {


timer.start();
if (play) {
// Collision detection
Rectangle ballRect = new Rectangle(ballPosX, ballPosY, 20, 20);
Rectangle paddleRect = new Rectangle(playerX, 550, 100, 8);
if (ballRect.intersects(paddleRect)) {
ballYDir = -ballYDir;
}
A:
for (int i = 0; i < map.map.length; i++) {
20
for (int j = 0; j < map.map[0].length; j++) {
if (map.map[i][j] > 0) {
int brickX = j * map.bricksWidth + 80;
int brickY = i * map.bricksHeight + 50;
int bricksWidth = map.bricksWidth;
int bricksHeight = map.bricksHeight;
Rectangle brickRect = new Rectangle(brickX, brickY, bricksWidth, bricksHeight);
if (ballRect.intersects(brickRect)) {
map.setBricksValue(0, i, j);
totalBricks--;
score += 5;
if (ballPosX + 19 <= brickRect.x || ballPosX + 1 >= brickRect.x + bricksWidth) {
ballXDir = -ballXDir;
} else {
ballYDir = -ballYDir;
}
break A;
}
}
}
}
ballPosX += ballXDir;
ballPosY += ballYDir;
if (ballPosX < 0) {
ballXDir = -ballXDir;
}
if (ballPosY < 0) {
ballYDir = -ballYDir;
}
if (ballPosX > 670) {
ballXDir = -ballXDir;
}
if (totalBricks == 0) {
level++; // Increase level
if (level > 7) {
level = 7; // Cap level at 7 for maximum 70 bricks
}
totalBricks = calculateTotalBricks(level); // Calculate new total bricks
map = new MapGenerator(level); // Generate new map for the next level
ballXDir *= 1.5; // Double ball speed for each level
ballYDir *= 1.5;
}
// Check game over conditions
if (ballPosY > 570 || totalBricks == 0) {
play = false;
21
ballXDir = 0;
ballYDir = 0;
level = 1; // Reset level to 1 upon game over
totalBricks = calculateTotalBricks(level); // Reset total bricks based on level
map = new MapGenerator(level); // Generate map for level 1
ballXDir = -1; // Reset ball speed
ballYDir = -2;
repaint();
}
}
repaint();
}
@Override
public void keyTyped(KeyEvent e) {
// Empty implementation
}
@Override
public void keyReleased(KeyEvent e) {
// Empty implementation
}
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
if (playerX >= 600) {
playerX = 600;
} else {
playerX += 20;
}
}
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
if (playerX < 10) {
playerX = 10;
} else {
playerX -= 20;
}
}
if (e.getKeyCode() == KeyEvent.VK_ENTER) {
if (!play) {
ballPosX = 120;
ballPosY = 350;
ballXDir = -1;
ballYDir = -2;
score = 0;
playerX = 310;
totalBricks = calculateTotalBricks(level); // Reset total bricks based on level
22
map = new MapGenerator(level);
play = true;
repaint();
}
}
}
// Helper method to calculate total bricks based on level
private int calculateTotalBricks(int level) {
int total = 0;
if (level >= 1 && level <= 3) {
total = (level * 5);
} else {
total = 20 + ((level - 3) * 4);
if (total > 70) {
total = 70; // Maximum total bricks capped at 70
}
}
return total;
}
}
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics2D;
public class MapGenerator {
public int map[][];
public int bricksWidth;
public int bricksHeight;
private Color[] brickColors = {Color.RED, Color.GREEN, Color.BLUE, Color.WHITE, Color.RED,
Color.GREEN, Color.BLUE, Color.WHITE, Color.RED, Color.GREEN, Color.BLUE,
Color.WHITE,Color.RED, Color.GREEN, Color.BLUE, Color.WHITE}; // Different brick colors for levels
public MapGenerator(int level) {
int rows, cols;
if (level == 1) {
rows = 1;
cols = 5;
} else if (level == 2) {
rows = 2;
cols = 5;
} else if (level == 3) {
rows = 3;
cols = 5;
} else {
rows = 4;
cols = level%4 + 6;
}
23
map = new int[rows][cols];
for (int[] mapRow : map) {
for (int j = 0; j < map[0].length; j++) {
mapRow[j] = level; // Assign different values for different levels
}
}
bricksWidth = 540 / cols;
bricksHeight = 150 / rows;
}
public void draw(Graphics2D g) {
for (int i = 0; i < map.length; i++) {
for (int j = 0; j < map[0].length; j++) {
if (map[i][j] > 0) {
g.setColor(brickColors[map[i][j] - 1]); // Set color based on level
g.fillRect(j * bricksWidth + 80, i * bricksHeight + 50, bricksWidth, bricksHeight);
g.setStroke(new BasicStroke(3));
g.setColor(Color.BLACK);
g.drawRect(j * bricksWidth + 80, i * bricksHeight + 50, bricksWidth, bricksHeight);
}
}
}
}
public void setBricksValue(int value, int row, int col) {
map[row][col] =value;
}
}
import javax.swing.JFrame;
public class Main {
public static void main(String[] args) {
JFrame obj = new JFrame();
GamePlay gameplay = new GamePlay();
obj.setBounds(10, 10, 700, 600);
obj.setTitle("BlockSmasher");
obj.setResizable(false);
obj.setVisible(true);
obj.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
obj.add(gameplay);
}
}

24
Integration of various modules and functions

GamePlay class:
Member Variables:
- play:
A boolean flag that determines if the game is currently being played. When set to true, the
game is active.
- Score:
An integer that keeps track of the player's score.
- totalbricks:
An integer representing the total number of bricks in the game.
- Timer:
An instance of the Swing Timer class to handle game updates at regular intervals.
- delay:
An integer representing the delay (in milliseconds) between game updates.
- playerX:
The x-coordinate of the paddle.
- ballposX and ballposY:
The x and y coordinates of the ball.
- ballXdir and ballYdir:
The direction of the ball's movement (horizontal and vertical).
- map:
An instance of the MapGenerator class for managing the brick layout.
- Constructor (GamePlay):
Initializes the game by creating an instance of MapGenerator, setting up key listeners, and
starting the game timer.
- paint(Graphics g) Method:
Responsible for rendering the game components on the screen.
Draws the game background, bricks, player paddle, ball, and game over messages.
Displays the player's score.
- ActionPerformed(ActionEvent e) Method:
Handles game updates triggered by the Timer.
Detects collisions between the ball and the paddle or bricks.
Updates the score when a brick is destroyed and reduces the count of remaining bricks.
Checks for game over conditions when the ball goes out of bounds or all bricks are
destroyed.
Updates the ball's position based on its direction.
Calls repaint() to refresh the game screen.
- keyPressed(KeyEvent e) Method:
Handles keyboard input to move the paddle left or right.
25
Checks for the Enter key to restart the game when it's over.
- moveLeft() and moveRight() Methods:Methods to move the paddle left or right.
Sets play to true to indicate that the game is in progress.

MapGenerator Class:

The MapGenerator class is responsible for generating and rendering the game's brick layout.

It has the following member variables:


- map:
A 2D integer array representing the brick layout.
- bricksWidth:
The width of each brick.
- bricksHeight:
The height of each brick.
- The constructor initializes the map array, setting all elements to 1 (indicating bricks are
present) and calculates bricksWidth and bricksHeight based on the number of rows and
columns.
- draw(Graphics2D g):
This method is used to render the bricks. It iterates through the map array and draws each
brick based on its position. Bricks are drawn in red with black borders to create the
appearance of a grid.
- setBricksValue(int value, int row, int col):
This method allows changing the value of a specific brick in the map array. For example,
you can set a brick's value to 0 to indicate it's been destroyed.

MyApp Class:
- The MyApp class serves as the entry point for the application. It sets up the main game
window.
- In the main method, it creates an instance of the JFrame class and a GamePlay instance
for the game panel.
- It sets the frame's dimensions, title, and other properties, makes the frame non-resizable,
sets the default close operation, and adds the GamePlay panel to the frame.

26
CHAPTER V

RESULTS AND DISCUSSION

Performance Evaluation
The Block Smasher game demonstrates solid performance in terms of responsiveness and
interactivity. The game maintains a smooth frame rate, ensuring a seamless and enjoyable gaming
experience for the players. The collision detection mechanism accurately identifies interactions
between the ball, paddle, and blocks, reflecting the expected physics-based behaviour.

Strengths of Implemented Features


Player Control and Responsiveness: The player can effectively control the paddle using intuitive
key inputs, allowing for precise and responsive movements to intercept the ball. The restriction
on paddle movement within the window boundaries ensures a balanced and challenging
gameplay experience.
Collision Detection and Response: The collision detection mechanism appropriately handles
interactions between the ball, paddle, and blocks, facilitating realistic and dynamic gameplay.
The directional changes of the ball upon collision are consistent with the expected behavior in a
Block Smasher game.
Scoring and Progression System: The implemented scoring system accurately tracks the
player's performance, providing immediate feedback on their progress. The increasing difficulty,
reflected in the arrangement of blocks, creates a sense of challenge and achievement as players
advance through the game.

Areas for Further Development:


Visual Enhancements: Implementing visually appealing graphics, animations, and effects would
enhance the overall aesthetic appeal of the game, providing a more immersive and engaging
experience for the players.
Diversified Block Configurations: Introducing diverse block configurations and patterns,
coupled with varying levels of toughness, could add depth and complexity to the gameplay,
encouraging players to devise diverse strategies to overcome different challenges.
Power-ups and Special Abilities: Integrating power-ups and special abilities, such as paddle
expansions, ball speed variations, or additional lives, would introduce an element of excitement
and unpredictability, enhancing the overall gameplay dynamics.

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Multiplayer Functionality: Implementing multiplayer functionality, either in a competitive or
cooperative mode, would expand the game's appeal and provide players with opportunities for
social interaction and collaborative gameplay experiences.
By addressing these areas for further development, the Block Smasher game can potentially
evolve into a more engaging and immersive gaming experience, catering to a broader audience
of gaming enthusiasts.

OUTPUT :

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29
CHAPTER ⅤI

CONCLUSION AND SCOPE OF FURTHER WORK

Conclusion:
The development of the Block Smasher game in Java has resulted in a functional and entertaining
gaming experience, offering players an engaging opportunity to test their reflexes and strategic
skills. The implemented features, including responsive player control, accurate collision
detection, and an effective scoring system, have contributed to the creation of a stable and
enjoyable gameplay environment.

Future Scope:
- Advanced Gameplay Mechanics:
To enhance the gaming experience, future iterations of the game can introduce more
advanced gameplay mechanics, such as dynamic level progression, boss battles, and
intricate block patterns that require precise ball maneuvering.
- Enhanced Visual and Audio Elements:
Implementing high-quality visual effects, animations, and immersive sound effects can
significantly improve the overall appeal and engagement of the game, creating a more
captivating and immersive environment for players.
- Customization and Personalization:
Introducing customization options for paddle designs, ball types, and background themes
can allow players to personalize their gaming experience, fostering a sense of ownership
and attachment to the game.
- Integration of Online Features:
Incorporating online functionalities, such as global leaderboards, multiplayer modes, and
social media integration, can expand the game's reach and foster a vibrant gaming
community, encouraging competition and social interaction among players.
- Mobile Adaptation:
Adapting the game for mobile platforms can broaden its accessibility and appeal to a wider
audience, enabling players to enjoy the game on the go and fostering a more inclusive
gaming experience.

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References

Online/Website:

- Java Database Connectivity with MySQL - javatpoint. (n.d.).


www.javatpoint.com.https://www.javatpoint.com/example-to-connect-to-the-mysql-
database
- JavaFX Documentation Home | JavaFX 2 Tutorials and Documentation. (n.d.).
- https://docs.oracle.com/javafx/2/
- MySQL :: MySQL Connector/J Developer Guide :: 7.1 Connecting to MySQL Using the
JDBC DriverManager Interface. (n.d.). https://dev.mysql.com/doc/connector-
j/en/connector-jusagenotes-connect-drivermanager.html

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