building memory… notes from class on 11/13/06. the game think about what types of objects we will...

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Building Memory… Building Memory… Notes from class on Notes from class on 11/13/06 11/13/06

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Building Memory…Building Memory…Building Memory…Building Memory…

Notes from class on 11/13/06Notes from class on 11/13/06

The Game• Think about what types of objects

we will need in our system and some of the properties and capabilities of those objects.

• The next slides show the results of our brain-storming

CompoundGraphicBetter Name - Card

• Has two pictures (face, and background)

• Ability to flip from one to another

Theme• All cards that we are matching

should have a theme.

Deck• Holds all the cards

Timer• Controls the length of time the

user can play the game.

Cursor• Change cursor to a hand or some

other image rather than an arrow.

Board• Place to put the cards• Randomly shuffled at first

Card Holder• Holds onto the first card that has

been selected.• Perhaps holds onto the second

card that has been selected as well.

Game Engine• Mouse Listener talks to it• Knows which cards have been

selected.

MouseListener• Listens for cards to be clicked

upon.

Restart/New Game Button

• Starts/restarts game

Score• Keeps the score• Need to display score somehow

Background Music• Allow the user to customize their

memory-playing experience

Help/Hint Button• Gives the player a hint about

where a match could be.

Difficulty Selection Mechanism

• Allows the user to specify how easy/difficult they want their board to be.

Number of Players Selection Mechanism

• One-player or two-player game

Player• Object that represents the player

AI Simulator• Allow human player to play

against the computer.– Need to change player selection to

allow for human vs. human or human vs. computer players.

Menu• Organize all the different settings

and customizations for the game

Some Notes• Some of these objects are directly

from the problem domain• Some of these objects creep into

implementation details• Focus first on the overall system

and then worry about the specific implementation details.

Next time• Think about how the user will

interact with the system• What should the user have to “do”

to play the game• How should the game look