Create a keyboard driven video game with you the player in


Introduction

The Final Project gives you the opportunity to apply the object-oriented software development skills you have acquired during the course to a significant but moderately-sized application. The following sections describe the general behavior of the application, the simulation, and the deliverable requirements for the project.

The final project for this class is a built upon your homeworks. You are going to create a very simple version of Asteroids, but with shapes.

I will also work through this with you and provide you a working demo on D2L by end of week 8

The template for the project is on D2L under Final Project.

Objectives

The objective is pretty simple. Create a keyboard driven video game, with you the player in the center of the screen. Shapes will enter the screen and you will need to shoot them. If any of the shapes collide with your ship your game will end.

Code Requirements

The application must be written in Java. Please use 1.8 or higher

You should must write unit tests for at least two classes.

The application must use at least three different design patterns that we have discussed in class. You will be expected to demonstrate and explain the patterns in your final written description.

Discussion of your solution. Give an overview of your solution, the challenges, and what areas you completed and what areas you did not. Detail any needed setup such as configuration files, what keys you added or changed, and any other information need to use the application.

Discussion of patterns. Indicate the design patterns used in your project. Detail at least 3. For each pattern, note the specific problem in your project that the pattern solved. Also indicate the classes involved and briefly discuss the implementation of the pattern. You may use the patterns such as Singleton, Observer, Factory.

UML Class diagram. Include the overall UML class diagram for your application. You only need to detail the important details. Create high level classes and their dependencies. Be sure to show multiplicity, important class relationships, utility classes, interfaces, etc. Show attributes and methods only if they are crucial to understanding the class relations. Think of your audience as a business leader with some technical knowledge rather than an engineer implementing the design.Please do not use tools that automatically generate diagrams from your code. They are unreadable. Unreadable, bloated UML diagrams are worthless and will be graded accordingly.

Create Javadocs for the most important classes in your application. Make sure that the javadocs can be navigated through a browser. Create meaningful, concise information.

Attachment:- Java project.txt

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JAVA Programming: Create a keyboard driven video game with you the player in
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