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2024年4月26日发(作者:)
课程设计
摘 要
在现今电子信息高速发展的时代,电子游戏已经深入人们的日常生活,成为老少皆
宜的娱乐方式。但是游戏设计结合了日新月异的技术,在一个产品中整合了复杂的设计、
艺术、声音和软件,所以并不是人人皆知。直到今天,在中国从事游戏设计的人仍然很
少,但是游戏行业的发展之快,远超如家电、汽车等传统行业,也正因为如此,游戏人
才的教育、培养远落后于产业的发展。
俄罗斯方块是个老幼皆宜的小游戏,它实现由四块正方形的色块组成,然后存储
在一个数组的四个元素中,计算机随机产生不同七种类型的方块,根据计算机时钟控制
它在一定的时间不停的产生,用户根据键盘的四个方向键控制翻转、向左、向右和向下
操作,(控制键的实现是由键盘的方向键的事件处理实现)。然后程序根据这七种方块
堆叠成各种不同的模型。
论文描述了游戏的历史,游戏的环境,开发此游游戏开发的意义。遵循软件工程
的知识,从软件问题定义开始,接着进行可行性研究、需求分析、概要设计、详细设计,
最后对软件进行了测试,整个开发过程贯穿软件工程的知识体系。
此次设计在Microsoft Windows XP系统下,以Java为开发语言,在eclipse开发
平台上进行游戏的设计与实践。
关键词:游戏设计;算法;数组;事件
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目 录
摘 要 ·········································································································································· I
目 录 ············································································································································ II
引 言 ········································································································································· 1
1.绪论 ··········································································································································· 2
1.1 电子游戏及其分类 ··································································································· 2
1.2 电子游戏发展现状 ····································································································· 2
1.2.1 电子游戏在国外的发展现状 ············································································· 2
1.2.2 电子游戏在国内的发展现状 ············································································· 3
2.可行性研究 ······························································································································· 5
2.1 设计目的 ···················································································································· 5
2.2 软件问题定义 ············································································································ 5
2.3 可行性分析 ················································································································ 5
3.需求分析 ··································································································································· 6
3.1 引言 ···························································································································· 6
3.2 游戏需求 ···················································································································· 6
3.3 软硬件需求 ················································································································ 6
3.4 接口控制 ···················································································································· 7
3.5 方案论证 ···················································································································· 7
3.5.1 VB的优点 ··········································································································· 7
3.5.2 C++的优点 ·········································································································· 7
3.5.3 Java的优点 ······································································································· 8
3.5.4 方案的选择 ········································································································ 9
4. 概要设计 ····························································································································· 10
4.1 游戏设计方案的确定 ···························································································· 10
4.2 系统流程结构设计 ································································································ 11
4.3 各个功能模块图设计 ···························································································· 11
4.3.1 模型层(Model)功能模块图设计 ·································································· 11
4.3.2 视图层(View)功能模块图设计 ···································································· 12
4.3.3 控制层(Controller)功能模块图设计 ························································ 12
5. 详细设计 ······························································································································· 13
5.1模型层(Model)设计 ································································································· 13
5.1.1 图形的产生 ······································································································ 13
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