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'Teach Your Bot' is an online browser based game in which children can register themselves and then attend the interview. Based on the outcome of the interview the jobseekers will be short listed.
'Teach Your Bot' is an online browser based game in which children can register themselves and then attend the interview. Based on the outcome of the interview the jobseekers will be short listed.
'Teach Your Bot' is an online browser based game in which children can register themselves and then attend the interview. Based on the outcome of the interview the jobseekers will be short listed.
Department of Computer Science and IT Islamia University of Bahawalpur
DEDICATION
I Dedicate this project to The Prophet of Mercy (S.A.W) My Parents My Respectable Teacher These all are assets of my life
Final Approval It is to certify, that we have gone through this project report that is submitted by Muhammad Zeeshan Anjum Roll #153 BS (CS) Session 2010-2014 Our judgment is that this project is up to standard to warrant its acceptance by The Islamia University of Bahawalpur for the BS Degree.
External Examiner:
Supervisor:
Mr. Muzamil Ur Rahman Qurashi Lecture, The Islamia University of Bahawalpur
Chairman:
Prof. Dr. Shahid Naveed Department of Computer Science &IT, The Islamia University of Bahawalpur
ABSTRACT This project is aimed at developing a browser based game. In which user select a bot, then fight with others bot by fighting bot will got experience. By getting experiences bot will got level upgrade. On each level upgrade there are some rewards for bot, bot can learn new skills or can got weapons or hit point or damages increase. It is for children which can play from web browser. They can also take place in tournament Some features of this game creating account, selecting your bot, fight with others bot. By fight with others bot your bot will learn new skills, got new weapons and level upgrade. This project Teach Your Bot is an online Browser based game in which children can register themselves and then attend the interview. Based on the outcome of the interview the jobseekers will be short listed. Module in this project: 1. Game logic 2. Tournament 3. Web User Interface 4. Brief description on the modules: 1. Game logic: Game logic have full logic of games. Who will and when attack on others and what will be response of others and how much damage will occur. Which skills bot have and when bot used it. 2. Tournament: there are five different tournament thats Rank 1, Rank 2, Rank 3, Rank 4 and Rank 5. Each Rank have 4 slots. Each slots have 2 player. Winner will be rewarded. 3. Web User Interface: Html5 based user interface where user can login, select bot to fight with each other and can also watch their previous fight.
ACKNOWLEDGMENTS Al-Hamd-u-Lillah! I am very grateful to Almighty Allah, who made me able to and complete this very tedious, complex and painful task. It is very exciting, pleasant and amusing moment for me, because I never thought that sometime I would be able to complete a project and its report as well. The full credit of this project goes to Almighty Allah, because I was unable to do anything without His guidance and help. After this, I am most indebted to my parents, family members whose love, prayers, encouragements and moral support made it easy for me to face this tough, tedious, complex and mind boggling project. Theyve greatly sacrificed for me. At the moment, I would like to say special thanks to my teacher and supervisor Mr. Shehzada Khurram who provided me with a constant, continuous and dynamic guidance, so that, I am able to complete this project.
Muhammad Zeeshan Anjum
CONTENTS 1. History 2. Introduction 3. Require Analysis 4. Internal Technical Design & Database Design 5. Object Oriented Analysis And Design 6. User Interface And Design 7. Development And Testing
History
BBG is short for browser based games. In late 1990y browser games got first sign of light. They where based on DHTML (dynamical hypertext markup language) which is commonly used for drop down menus and simple image rollovers. A web browser game is a computer game that is played on a browser. It is distinct from other video and computer games in that it usually does not ask for any client-side software to be installed, apart from the web browser. Today we have a lot of web browser games, some of them require Plugin like adobe flash or java script. But all of these Plugin are easy to get and install. These games are generally costless, with additional, payable options occasionally available.
Oldest web browser game was Earth: 2025 developed by Mehul Patel in year 1996, it was strategy which was played on turn based system. But most popular older game was Utopia, developed in 1999 also strategy based on turn system. In year 1999 two games got developed which are today played by millions of people, Hattrick, real time soccer strategy developed by extraLives and Runescape, Massively Multiplayer Online Role Playing Game, real time game in fantasy world developed by JAGeX.
Newest browser based game that is played by millions is Evony. Evony is a browser-based multiplayer World Wide Web game, with significant similarities to Civilization. As with numerous real-time strategy games, one first has to develop resources by building up iron mines, quarries, farms and sawmills, and then begin building up their town and constructing an army.
There are many web browser games, especially flash games, Html 5 which are at present spread over the world wide web. There are over zillions of websites giving and developing simple flash games for adults and kids. If you check Evony then you know that in future we can only see special games which will attract many people who will spend days and days of gameplay.
Introduction This is Brower based game that develop for children where they can chose their bot and enjoy with fight.
Features and Types 1. User can select bot with desire color. 2. Fight with others bot. 3. Can select things from skills or from point on upgrading 4. Play tournaments 5. Watch their previous fight.
Chapter No 3 Requirement Analysis
Requirement Analysis Tools Required Wamp, Web server Version 2.2 PHP Script Language Version 5.3.5 MYSQL Database Manager Version 5.5.8 Adobe Dreamweaver Version CS 6 IE 8, Google Chrome. HARDWARE SPECIFICATION:- Hardware used during the development process. The configuration of the system, which was, used for the development process such coding is given as below:
SOFTWARE SPECIFICATION Operating System : Any Operating System
Language Used : PHP, Html5, JavaScript, Game Logic Iniciative: 0 to 100. Higher, attack first.
Player A attack and roll to see what happens (hit 90%, error/miss 5%, critical hit 5%) so a simple 0 - 100 roll.
If Miss(0%-5%): 0 damage, animation here can be a player b dodge or just a miss attack. If HIT(5%-95%): damage is: No weapon (3-5) + strenght + 0.50*dexterity If Critical hit(95%-100%): (No weapon (3-5) + strenght + 0.50*dexterity) * 2
After damage is calculated, you do a damage reduction based in the armor.
So each player starts with armor 1, wich is 5% damage reduction.
You can just follow the values bellow to find out all info you need.
If you have any question, just ask me :)
This should be enough.
And for extra weapons, just add random values, like: sword 5-10 damage, axe 6-12 damage and so. I will have to fix this later.
When creating the char, player will be able to chooe: +1 strenght or +1 dexterity or +10 Hit points.
Earning Levels
Each level up will give 5 HP and 3 status points (str, dex or hp) or 10 HP + 1 status point (str, dex or hp) and 1 spell.
Spells/skills
Spells can be passive (active all the combat) or have a certain amount of usage per combat.
Stone skin Type: Passive Desc: Add +1 in armor.
Steel skin Type: Passive Desc: Add +2 in armor.
Titanium skin Type: Passive Desc: Add +3 in armor.
Fists of steel Type: Passive Desc: Your hands cause more damage, instead 3-5 damage to 5 to 10.
Martial Arts Type: Passive Desc: Your hands damage is increase by 3. (hands = 3-5, with Martial = 6-8, with Fist of Steel and Martial arts = 8-13)
Apprentice Assassin Type: Passive Desc: Add 1% to critical chance.
Master Assassin Type: Passive Desc: Add 2% to critical chance.
Initiative Type: Passive Desc: You always win initiative, unless the other player also have this skill.
Precision Type: Passive Desc: Miss chance -1%.
Tenacious Type: Passive Desc: If you miss an attack, you have 50% to make a new attack that will hit (not crit or miss, just hit).
Sabotage Type: One use on the start of the combat Desc: The other player lose 5% of his life.
Counter attack Type: Passive Desc: Every damage you take, the other player takes 10%. So player A cause 100 damage, he also take 10 damage.
Disarm Type: Passive Desc: Everytime you hit the other player, there is 50% chance he will drop his weapon (if he is holding any).
Regeneration Type: Passive Desc: Everty end of turn you heal 1% of your maximum life.
Immortal Type: Passive Desc: Your total life is increased by 50%.
Heavy Training Type: Passive Desc: Add 5 to your strenght.
Cat agility Type: Passive Desc: Add 5 to your dexterity.
Apprentice Type: Passive Desc: Your experience increase by 5%. (if you have Professor make it 15%)
Professor Type: Passive Desc: Your experience increase by 10%. (if you have apprentice make it 15%)
Dodge Type: Passive Desc: Increase the other player miss change by 3%.
Fury Type: One use per combat Desc: If your next attack hits, will make 3x times the damage.
Sixth Sense Type: One use per combat Desc: You get 50% more dodge when the other player attack you.
Weapon Master Type: Passive Desc: Increase all damage you cause by 10% when using a weapon.
Unbreakable Type: One use per combat Desc: If you get hit and die, instead die this damage leave you with 1 life.
Vampiric touch Type: Passive Desc: Everytime you cause damage, you heal 1% of the damage caused.
Titan Type: Passive Desc: Increase strenght, dexterity, life and armor. (+1 strenght, dexterity, armor and +20 life).
Anatomy Type: Passive Desc: Crit cause 2.5x damage instead 2.0x.
Stun Type: One use per combat Desc: When use it, your next attack will hit with a 5 amor reduction. (If the other player have 10 armor, its like he has 5 only).
Weak spot Type: One use per combat Desc: Your next attack will hit the other player like he have -5 armor. If your attack hits.
Level up and rakings
We gonna use a ranking system. Each ranking will let the player leve up till level 20. The last ranking, they player will leve up till 30.
*** Leave a way to change these names, they are not that good :P
To change the ranking, the player must win a tournment. You can only play a tournment once a day.
Ranking 1 - Tournment with 4 slots, 8 players. Fight between 2 players, the winner goes on, the loser gets out the tournment. They fight till only 1 player left, then this winner will level up a ranking.
Level 21 to 30 (only on ranking 5) - 100 experience points to each level.
Each combat you get 1 experience, even if you lose. If you win without get any damage, you get 1 extra XP. If you win with 1 hit only, you get 1 extra XP.
Note that you can get till 3 XP per combat (if you get all 3 situations above) (Not including bonus like Apprentice or Professor)
Chapter No 4 INTERNAL TECHNICAL DESIGN & DATABASE DESIGN
DATA DICTIONARY
armor_values Column Type Null Default Comments id int(11) No
armor int(11) No
value int(11) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No id 30 A No
instruction Column Type Null Default Comments id int(11) No
t_id int(11) No
ins_id int(11) No
active text No
inactive text No
attack varchar(30) No
length int(11) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No id 0 A No
level Column Type Null Default Comments id int(11) No
level int(11) No
xp int(11) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No id 20 A No
player_figth Column Type Null Default Comments player_id int(11) No
id int(11) No
player2_id int(11) No
figth text No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No id 97 A No
player_skills Column Type Null Default Comments skills_id int(11) No
player_id int(11) No
player_skills_id int(11) No
custom varchar(30) No 0
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No player_skills_id 20 A No
player_weapone Column Type Null Default Comments player_id int(11) No
player_weapone_id int(11) No
player_weapone_amount int(11) No
player_weapone_dropable int(11) No
player_weapone_damage int(11) No
weapone_id int(11) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No player_weapone_id 11 A No
player_id BTREE No No player_id 11 A No
weapone_id 11 A No players Column Type Null Default Comments id int(11) No
name varchar(30) No
password varchar(30) No
expreince int(11) No
strength int(11) No
armor int(11) No
dexterity int(11) No
hp int(11) No
level int(11) No
weapones int(11) No
skills int(11) No
skin int(11) No
skin_color varchar(30) No
rank int(11) No
tour_played int(11) No
levelup text No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No id 35 A No
weapones BTREE No No weapones 2 A No
skills 2 A No skin 5 A No previous_figth Column Type Null Default Comments id int(11) No
player_figth_id int(11) No
ins_id int(11) No
active text No
inactive text No
attack varchar(30) No
length int(11) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No id 0 A No
skills Column Type Null Default Comments id int(11) No
name varchar(30) No
value varchar(20) No
type varchar(30) No
level varchar(30) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No id 29 A No
skins Column Type Null Default Comments skin_id int(11) No
skin_name varchar(30) No
skip_color varchar(30) No
path varchar(400) No
speedFix int(11) No
stepFix int(11) No
weaponeFix_x int(11) No
weaponeFix_y int(11) No
color varchar(30) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No skin_id 3 A No
t_slots Column Type Null Default Comments t_id int(11) No
slot_no int(11) No
tsl_id int(11) No
p1_id int(11) No
p2_id int(11) Yes NULL
winner_id int(11) Yes NULL
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No tsl_id 5 A No
tournament Column Type Null Default Comments ts_id int(11) No
t_id int(11) No
t_status varchar(30) No
t_active_slot int(11) No
t_wait_time varchar(11) No
t_currTSolt int(11) No
level int(11) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No t_id 3 A No
tournament_schem Column Type Null Default Comments ts_id int(11) No
ts_slot int(11) No
ts_rank int(11) No
ts_exp int(11) No
ts_level_req int(11) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No ts_id 1 A No
weapons Column Type Null Default Comments id int(11) No
name varchar(30) No
damage varchar(11) No
path varchar(500) No
dropable int(11) No
description text No
hp_require int(11) No
level_unlock int(11) No
Indexes Keyname Type Unique Packed Column Cardinality Collation Null Comment PRIMARY BTREE Yes No id 3 A No
Chapter No 5 OBJECT ORIENTED ANALYSIS AND DESIGN
SEQUENCE DIAGRAMS A sequence diagram depicts the sequence of actions that occur in a system. The invocation of methods in each object, and the other in which the invocation occurs is captured in a sequence diagram. This makes the sequence diagram a very useful tool to easily represent the dynamic behavior of a system. A sequence diagram is two-dimensional in nature. On the horizontal axis, it shows the life of the object that it represents, while on the vertical axis, it shows the sequence of creation or invocation of these objects. The sequence diagrams of the PPS Online Recruitment System are shown below:
Sequence Diagram For Login
Sequence Diagram for Sign-up
Actor System Screen Database Open register link Execute Command Sign up form Enter fields Success Redirect to Dashboard Use Case Diagrams The objective of Object Oriented Analysis and Design is to develop a model that describes computer software as it works to satisfy a set of requirements. After understanding the current situation of the problem domain the team is ready to strive for the solution by using OOAD approach. Use Cases
view contact view About us Home page Vistior Sign Up
user Login Dashboard Fight Tournament
Chapter No 6 USER INTERFACE AND DESIGN
Site Map: As the website is actor based on so the site plan is according to the rules of the actors. 1. Home 2. SignUp 3. About T.Y.B 4. Contact User 1. Home 2. Logout 3. About T.Y.B 4. Contact 5. View old fight 6. Fight 7. Dashboard
Screen Shots Home
About T.Y.B
Contact
Sign Up
Dashboard
Select Bot for fighting
Fight
Previous Fights
DEVELOPMENT AND TESTING
DEVELOPMENT AND TESTING Development approach During project I have used RUP (Rational Unified Process) modeling to: Identify deliverables for all modules. Develop and Interaction matrix to specify actors and Sub System. Describe high level business use cases and business models. Verifying that modeling meets the requirements. Identify business objects and develop object interaction, sequence and activity diagrams. Identify user inputs and outputs and develop a story board. Identify dependencies between solution modules. Develop high level information architecture. Develop the different concept designs for approval. Development Platform Following technologies are used for development of software. VERTRIGO DREAM WEAVER JAVA SCRIPT
Following hardware are used for development Core i5 Deployment Platform Deployment Platform will have following technologies PHP MY ADMIN WINDOWS 7
Testing We shall check the system in accordance with the test plan that shall specify the following: Testing techniques and tools to b employed. Types of testing to be done. User acceptance test . verification of interaction between objects, integration of all modules and ensure that defects are addresses prior to the activation of software.
List of Deliverables User acceptance test use case. QA/Test reports (based on each iteration) identified bugs and their current status. Iteration released notes. Iteration feedback. User manuals site operation guide. Setup installations and configuration manuals.
Project Management Duration project management phase we shall perform the following activites. Resource planning. Deployment planning. Iteration release planning. Quality assurance and test planning. Requirement change control planning.