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Javaminorproject

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0% found this document useful (0 votes)
9 views

Javaminorproject

Uploaded by

Aastha Dewangan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 44

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 (300103321062) 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

CANDIDATE’S DECLARATION

1
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.

Aastha Dewangan

Khushi Dewangan

Abhishek Dewangan

Signature and name of the student(s) with date

CERTIFICATE by PROJECT Guide(s)

It is certified that the above statement made by the students is correct to the best of
my/our knowledge.

Signature of BTP Guide(s) with dates and their


designation

2
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

Department of Information Technology

CERTIFICATE BY THE EXAMINERS

This is to certify that the Major Project work entitled “Block Smasher Game” is carried out
by Aastha Dewangan (300103321020), Khushi Dewangan (300103321041), Abhishek
Dewangan (300103321063) in partial fulfillment for the award of degree of Bachelor of
Technology in Information Technology, Chhattisgarh Swami Vivekanand Technical
University, Durg during the academic year 2023-2024.

Prof. Dr. Ani Thomas

Internal Guide HOD

External Examiner

ACKNOWLEDGEMENTS
3
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 his 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 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
Discipline of Information Technology
BIT DURG

Table of Contents
Abstract 1

4
CHAPTER TITLE PAGE NO.

I Introduction 3

II Literature Review 4

2.1 Overviews 4

2.2 Objective and scopes 5-7

III Problem Identification 8

3.1 Problem Statement 8


3.2 Hardware and Software Requirements 8-11

IV Methodology 12

4.1 Steps 12-14

4.2 DFD 15
4.3 Code 16-25
4.4 Integration of various modules 25-27

V Result & Discussion 28

5.1 User interface 29-32

VI Conclusion & scope of further work 33

6.1
Advantage Of Project 33-34

6.2
Conclusion 35-36

6.2 Conclusion 36-37

References 46-47

5
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.

1
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.

2
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.

3
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.

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.

Analyze Psychological and Behavioral Effects: To understand the psychological aspects of gaming, including
player motivation, addiction, and the influence of in-game rewards on player behavior.

Compare with Other Game Genres: To compare block smasher games with other video game genres, examining
differences in player experiences and skill development.

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.

4
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.

Comparative analysis with other video game genres to understand differences in player experiences.

Evaluation of the technological impact, including gaming platform and emerging technologies.

Study of social and multiplayer features and their influence on player engagement.

Analysis of user feedback and reviews to understand player preferences and criticisms.

Exploration of cultural and societal implications, including inclusivity and representation.

Assessment of efforts to make block smasher games more accessible to individuals with disabilities.

Review of literature up to the knowledge cutoff date in January 2022, considering academic research, articles,
journals, conference papers, developer interviews, and user reviews.

5
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

platformindependent, 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.

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.
6
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.

Version Control and Collaboration:

Version Control System: Implement a version control system (e.g., Git) to manage and track changes in your

game's source code and assets. Services like GitHub or Bitbucket can host your repository.

Project Management Tools: Use project management software (e.g., Trello, Jira) for task tracking, milestone

management, and collaboration with your development team.

Runtime Software:

Operating System: Ensure your operating system (e.g., Windows, macOS, Linux) is up to date with the latest

updates and drivers.

Game Engine Runtime: Players need to have the appropriate game engine runtime installed on their devices to

run games made with that engine. This is often included with the game installation.

Testing and Deployment:

7
Build and Deployment Tools: Tools for building and deploying your game to various platforms (e.g., Windows,

macOS, Android, iOS). These tools are often provided by your chosen game engine.

Testing Platforms: Depending on your target platforms (PC, mobile, web), you will need the respective

development kits or tools, such as Android Studio for Android development, Xcode for iOS, or web browsers

for web-based games.

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 behavior.

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

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.

Libraries and Frameworks-Java Swing for GUI


8
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.

Database Management System-MySQL

MySQL is a popular open-source relational database management system (RDBMS). It offers robust data

storage, retrieval, and management capabilities, making it a preferred choice for many web applications.

MySQL supports SQL queries, ACID compliance, and is known for its speed, reliability, and scalability,

making it a top choice for data-driven applications.

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.

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

9
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 Java Development Kit (JDK).
- Install Integrated Development Environment (IDE) (e.g., VS Code).
- Configure IDE and project settings.

Step 3: Concept and Planning -

a. Idea Generation: Begin by brainstorming and conceptualizing the core gameplay mechanics and objectives of
your block smasher game.

b. Market Research: Analyze existing block smasher games to understand the competition and identify
opportunities for innovation.

c. Game Design Document (GDD): Create a comprehensive GDD that outlines the game concept, story (if
applicable), gameplay mechanics, levels, characters, and objectives.

d. Prototyping: Develop a simple prototype or minimum viable product (MVP) to test the core game mechanics
and gather initial feedback.

Step 4: Development -

10
a. 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.

b. Create Game Assets: Design and create game assets, including graphics (sprites, backgrounds), audio (sound
effects, music), and animations.

c. 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.

d. Graphics and Animation: Integrate graphical assets and animations into the game engine.

f. 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 -

a. Game Testing: Conduct extensive testing, including gameplay testing, functionality testing, and user
experience testing.

b. Bug Tracking: Use bug tracking software to log and prioritize issues. Address and fix bugs promptly.

c. User Feedback: Gather feedback from playtesters and make necessary adjustments based on their suggestions.

Step 6: Deployment -

a. Platform Compatibility: Optimize your game for various platforms (PC, mobile, web) if applicable. Ensure
compatibility with different devices and screen sizes.

b. Distribution: Prepare your game for distribution on platforms such as app stores (Google Play) or game
distribution platforms.

11
DATAFLOW DIAGRAM

The following DFD provides a simplified visual representation of the key data flows and interactions within the

application. Users can interact with the LockBox application, which encompasses the main functionality. It

involves processes for generating passwords, encrypting and decrypting text, and interacting with a MySQL

database to store, search, and delete passwords. The DFD illustrates how data flows between external entities,

processes, data stores, and user inputs/outputs, giving an overview of how the Password Manager project

handles user data and interactions.

12
CODE:

package com.mycompany.brick;

import javax.swing.JPanel;

import javax.swing.Timer;

import java.awt.Graphics2D;

import java.awt.Rectangle;

import java.awt.Graphics;

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;

public class GamePlay extends JPanel implements KeyListener, ActionListener {

private boolean play = false;

private int score = 0;

private int totalbricks = 21;

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;

public GamePlay() {

13
map = new MapGenerator(3, 7);

addKeyListener(this);

setFocusable(true);

setFocusTraversalKeysEnabled(false);

Timer = new Timer(delay, this);

Timer.start();

public void paint(Graphics 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);

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);

//ball

g.setColor(Color.GREEN);

g.fillOval(ballposX, ballposY, 20, 20);

if (ballposY > 570) {

play = false;

ballXdir = 0;
14
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.dispose();

@Override

public void actionPerformed(ActionEvent e) {

Timer.start();

if (play) {

if (new Rectangle(ballposX, ballposY, 20, 20).intersects(new Rectangle(playerX, 550, 100, 8))) {


15
ballYdir = -ballYdir;

A:

for (int i = 0; i < map.map.length; i++) {

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 rect = new Rectangle(brickX, brickY, bricksWidth, bricksHeight);

Rectangle ballrect = new Rectangle(ballposX, ballposY, 20, 20);

Rectangle brickrect = rect;

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;

16
ballposX += ballXdir;

ballposY += ballYdir;

if (ballposX < 0) {

ballXdir = -ballXdir;

if (ballposY < 0) {

ballYdir = -ballYdir;

if (ballposX > 670) {

ballXdir = -ballXdir;

repaint();

@Override

public void keyTyped(KeyEvent e) {

@Override

public void keyReleased(KeyEvent e) {

@Override

public void keyPressed(KeyEvent e) {

if (e.getKeyCode() == KeyEvent.VK_RIGHT) {

if (playerX >= 600) {

playerX = 600;

} else {
17
moveRight();

if (e.getKeyCode() == KeyEvent.VK_LEFT) {

if (playerX < 10) {

playerX = 10;

} else {

moveLeft();

if (e.getKeyCode() == KeyEvent.VK_ENTER) {

if (!play) {

ballposX = 120;

ballposY = 350;

ballXdir = -1;

ballYdir = -2;

score = 0;

playerX = 310;

totalbricks = 21;

map = new MapGenerator(3, 7);

repaint();

public void moveRight ()

play = true;

playerX += 20;
18
}

public void moveLeft ()

play = true;

playerX -= 20;

package com.mycompany.brick;

import java.awt.BasicStroke;

import java.awt.Color;

import java.awt.Graphics2D;

public class MapGenerator {

public int map[][];

public int bricksWidth;

public int bricksHeight;

public MapGenerator(int row , int col){

map = new int[row][col];

for (int[] map1 : map) {

for (int j = 0; j < map[0].length; j++) {

map1[j] = 1;

bricksWidth = 540/col;

bricksHeight = 150/row;

public void draw(Graphics2D g) {

for (int i = 0; i < map.length; i++) {


19
for (int j = 0; j < map[0].length; j++) {

if (map[i][j] > 0) {

g.setColor(Color.red);

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;

package com.mycompany.brick;

import javax.swing.JFrame;

public class MyApp {

public static void main(String[] args) {

JFrame obj = new JFrame();

GamePlay gameplay = new GamePlay();

obj.setBounds(10,10,700,600);

obj.setTitle("BrickBreaker");

obj.setResizable(false);
20
obj.setVisible(true);

obj.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

obj.add(gameplay);

package com.mycompany.brick;

import javax.swing.JPanel;

import javax.swing.Timer;

import java.awt.Graphics2D;

import java.awt.Rectangle;

import java.awt.Graphics;

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;

public class GamePlay extends JPanel implements KeyListener, ActionListener {

private boolean play = false;

private int score = 0;

private int totalbricks = 21;

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;


21
private MapGenerator map;

public GamePlay() {

map = new MapGenerator(3, 7);

addKeyListener(this);

setFocusable(true);

setFocusTraversalKeysEnabled(false);

Timer = new Timer(delay, this);

Timer.start();

public void paint(Graphics 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);

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);

//ball

g.setColor(Color.GREEN);

g.fillOval(ballposX, ballposY, 20, 20);

22
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.dispose();

@Override

public void actionPerformed(ActionEvent e) {

Timer.start();
23
if (play) {

if (new Rectangle(ballposX, ballposY, 20, 20).intersects(new Rectangle(playerX, 550, 100, 8))) {

ballYdir = -ballYdir;

A:

for (int i = 0; i < map.map.length; i++) {

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 rect = new Rectangle(brickX, brickY, bricksWidth, bricksHeight);

Rectangle ballrect = new Rectangle(ballposX, ballposY, 20, 20);

Rectangle brickrect = rect;

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;

24
}

ballposX += ballXdir;

ballposY += ballYdir;

if (ballposX < 0) {

ballXdir = -ballXdir;

if (ballposY < 0) {

ballYdir = -ballYdir;

if (ballposX > 670) {

ballXdir = -ballXdir;

repaint();

@Override

public void keyTyped(KeyEvent e) {

@Override

public void keyReleased(KeyEvent e) {

@Override

public void keyPressed(KeyEvent e) {

if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
25
if (playerX >= 600) {

playerX = 600;

} else {

moveRight();

if (e.getKeyCode() == KeyEvent.VK_LEFT) {

if (playerX < 10) {

playerX = 10;

} else {

moveLeft();

if (e.getKeyCode() == KeyEvent.VK_ENTER) {

if (!play) {

ballposX = 120;

ballposY = 350;

ballXdir = -1;

ballYdir = -2;

score = 0;

playerX = 310;

totalbricks = 21;

map = new MapGenerator(3, 7);

repaint();

public void moveRight ()


26
{

play = true;

playerX += 20;

public void moveLeft ()

play = true;

playerX -= 20;

27
Integration of various modules and functions

This a Java program that implements a password management application called "Lockbox." It allows users to generate,

encrypt, store, search for, and delete passwords. The program includes a GUI (Graphical User Interface) built using the

Swing framework and interacts with a MySQL database to store and retrieve passwords securely. The code is organized

into different classes, each responsible for specific functionalities:

Import Statements:

The code begins with a series of import statements, importing various Java libraries, including AWT and Swing for GUI

components, SQL for database connectivity, and classes related to cryptography.

HashtablePassword Class:

This class represents a hash table that stores account information (account names and passwords). It uses linear probing
for collision resolution. The class includes methods for adding, retrieving, and removing account information.

CryptoUtil Class:

This class provides methods for encrypting and decrypting text using a provided secret key. It uses the Java Cryptography

Architecture (JCA) for encryption.

PasswordGenerator Class:

This class generates random passwords of a specified length, combining uppercase letters, lowercase letters, numbers,

and special characters. hashTableMap Interface:

An interface that defines the methods for getting, adding, and removing account information. The HashtablePassword

class implements this interface.

LockBox Class:

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This is the main class responsible for creating the GUI, handling user interactions, and managing the MySQL database for

password storage.

The GUI includes buttons for generating passwords, encrypting and decrypting text, storing passwords, searching for

passwords, and deleting passwords.

The "StoringGUI" method sets up a GUI for storing passwords, allowing users to input account names and passwords to

be stored in the database.

The "connectToDatabase" method establishes a connection to a MySQL database and creates a table for storing

passwords if it doesn't exist.

The "storePasswordInDatabase" method stores passwords in the MySQL database.

The "searchPasswordInDatabase" method searches for passwords in the database based on the account name.

The "deletePasswordFromDatabase" method deletes passwords from the database.

The main method initializes the LockBox application and sets up the GUI components and their associated actions.

Overall, this code provides a simple password management application with the ability to generate, store, search for, and

delete passwords while ensuring data security through encryption and database storage. Users can interact with the

application through a user-friendly GUI. The program leverages Java Swing for its graphical interface and MySQL for

database management.

29
CHAPTER Ⅳ

RESULTS AND DISCUSSION


The Java-based Project Manager is a practical project that successfully demonstrates fundamental project

management capabilities. It offers an intuitive user interface for creating, organizing, and monitoring projects

and tasks. Users can efficiently manage their projects, assign tasks to team members, and update task statuses.

The use of Java Swing for the graphical user interface ensures platform independence. The integration with an

SQL database enables data storage and persistence, ensuring that project information is maintained even after

the application is closed.

However, there is room for improvement and expansion. Future enhancements could include adding security

features for user authentication and authorization, implementing reporting and analytics functionality,

visualizing project dependencies with Gantt charts, prioritizing tasks, and refining the user experience. Overall,

the Java-based Project Manager project serves as a strong foundation for project management applications and

offers an opportunity for further development and enhancement.

USER INTERFACE:

The GUI consists of several components including :

Main menu -Providing access to different features.

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Figure 1:Main Menu

Generate Password: Generate a strong password of desired length.


password

Figure 3:Entering the secret key

Figure 2:Entering the length of


Figure 2:Generated Text

Encrypt Text: It encrypts the entered text. To encrypt the text, we need to provide the input key.

31
Figure 6: Entering the secret key

Figure 5: Encrypting text Figure 3:Encrypted text

Decrypt Text: It decrypts the entered text. To decrypt the text, we need to provide the input key.

Figure 5:Entering the secret key

Figure 6:Decrypted Text

Figure 4:Decrypting Text

Store Password: It is used to store account name and password in database.

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Figure 7:Account name and password stored in MySQL database

Figure 8:Storing Account


name and password

Search Password: It is used to search password when account name is given.

Figure 10:Password of the account

Figure 9:Entering Account name

33
Delete Password: It is used to delete password of the given account name.

Figure 12:Password deleted in MySQL Database

Figure 11:Entering
Account name

34
CHAPTER Ⅴ

CONCLUSION AND SCOPE OF FURTHER WORK

Advantages of this project:


A Java-based password manager that can perform encryption, decryption, store, and search passwords offers

several advantages:

Strong Security: The ability to perform encryption and decryption ensures that stored passwords are

wellprotected. Java offers robust cryptographic libraries that can be used to implement encryption, making it

difficult for unauthorized individuals to access stored passwords.

Data Privacy: Passwords are sensitive information, and a Java-based password manager can provide a high level

of data privacy by encrypting them. This ensures that even if the password database is compromised, the stored

passwords remain secure.

Password Organization: The ability to store and categorize passwords allows users to keep their login

credentials organized. This is particularly useful when managing numerous accounts and login details.

Password Retrieval: Users can easily search for and retrieve their stored passwords when needed. This

convenience streamlines the login process, as users don't have to remember or manually enter passwords. Cross-

Platform Compatibility: Java is known for its platform independence. A Java-based password manager can run

on multiple operating systems, making it accessible to users on Windows, macOS, Linux, and more. Password

Generation: Many Java-based password managers include password generation features, enabling users to create

strong, complex, and unique passwords for their accounts. This reduces the risk of passwordrelated security

breaches.

Backup and Recovery: Java-based password managers can implement backup and recovery features, allowing

users to restore their password database in case of data loss, device failure, or migration to a new system.

35
Secure Password Sharing: Some password managers offer secure methods for sharing login credentials with

trusted individuals or team members, ensuring that sensitive information is shared safely.

Strong Encryption Standards: Java provides access to industry-standard encryption algorithms, ensuring that

password data is protected using well-established and secure methods.

Auditing and Monitoring: Users can monitor their password database for changes and updates, providing

transparency and control over their stored credentials.

Efficient Password Change: Password managers can simplify the process of changing passwords for various

accounts, ensuring that users maintain strong and regularly updated credentials.

Open Source Options: Java-based password managers can be developed as open-source projects, allowing for

community collaboration, code transparency, and peer review to enhance security.

Integration with Two-Factor Authentication (2FA): Many password managers can work in conjunction with

2FA methods, adding an extra layer of security to online accounts.

Cloud Backup: Some Java-based password managers provide cloud backup options, ensuring that users can

recover their password data even if their local device is lost or compromised.

These advantages collectively make a Java-based password manager with encryption, decryption, storage, and

password search capabilities a valuable tool for individuals and organizations seeking to improve their password

security and management practices. It helps users maintain strong, unique passwords while keeping them easily

accessible and secure.

Conclusion:

In conclusion, the Password Manager project built with Java serves as a valuable tool for users seeking a secure

and convenient way to manage their passwords and sensitive information. This project incorporates several

essential features, including password generation, text encryption, and interaction with a MySQL database for

storing, searching, and deleting passwords. By providing a user-friendly interface, it empowers users to take

36
control of their digital security. Furthermore, the project showcases the effective utilization of data structures,

encryption techniques, and database management in Java. With the ongoing need for robust online security, this

Password Manager project stands as a testament to the capabilities of Java in building practical and secure

software solutions for the modern world.

Scope of further work

The Password Manager project built with Java lays a strong foundation for an even more comprehensive and

versatile security application. To further expand the scope of work and enhance the project's capabilities, several

areas can be explored and integrated:

• Multi-Platform Compatibility: Currently, the project is developed in Java, which inherently provides

cross-platform support. However, creating dedicated versions or extensions for different operating

systems and devices, including mobile platforms, can broaden its accessibility and user base.

• Biometric Authentication: Integrating biometric authentication methods, such as fingerprint recognition

or facial recognition, can significantly enhance the security of the password manager. This feature would

ensure that only authorized users can access stored passwords and sensitive data.

• Cloud Integration: Implementing cloud-based storage and synchronization can provide users with

seamless access to their passwords and data across multiple devices. Utilizing cloud services like AWS,

Google Cloud, or Azure can facilitate secure and scalable storage.

• Password Strength Analysis: Enhance the password generator to analyze the strength of generated

passwords and provide users with recommendations for creating even more secure credentials.

• Browser Integration: Develop browser extensions or plugins to facilitate automatic password entry on

websites and platforms, streamlining the login process and enhancing user convenience.

• Two-Factor Authentication (2FA): Implement 2FA support for the password manager, adding an extra

layer of security by requiring users to confirm their identity through a secondary method, such as a one-

time code sent to their mobile device.

37
• Password Health Check: Integrate a feature that regularly scans stored passwords for vulnerabilities,

such as password reuse or exposure in data breaches, and prompts users to update or change compromised

credentials.

• Password Sharing: Enable secure password sharing with trusted individuals or emergency access

contacts, ensuring that vital accounts and data can be accessed in critical situations.

• Audit Trail: Implement an audit trail to track and log all activities within the password manager,

enhancing transparency and accountability.

• User Education: Provide educational resources and tips on password security and best practices within

the application to empower users to make informed security decisions.

• Localization: Expand language support to make the password manager accessible to a broader

international audience.

• Enhanced Encryption: Continuously improve and update encryption algorithms to stay ahead of

emerging threats and ensure data remains confidential.

This further scope of work demonstrates the project's potential to meet the evolving needs and expectations of

users in an increasingly digital and security-conscious world.

38
References

Online/Website

[1]. Java Database Connectivity with MySQL - javatpoint. (n.d.). www.javatpoint.com.


https://www.javatpoint.com/example-to-connect-to-the-mysql-database

[2]. Cipher (Java Platform SE 7). (2020, June 24).


https://docs.oracle.com/javase%2F7%2Fdocs%2Fapi%2F%2F/javax/crypto/Cipher.html

[3]. JavaFX Documentation Home | JavaFX 2 Tutorials and Documentation. (n.d.).


https://docs.oracle.com/javafx/2/

[4]. 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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