Building Memory

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Transcript Building Memory

Building Memory…
Notes 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
CompoundGraphic
Better 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