archery document

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ARCHERY A mini project report submitted in partial fulfillment of the requirements for the award of the degree of BACHELOR OF TECHNOLOGY IN ELECTRONICS AND COMPUTER ENGINEERING (2009-10) Submitted By J.Vijaya Lakshmi T. Naga Anuja k. Raja Sekhar G. Venkateswara Reddy Y8EM242 Y8EM314 Y8EM262 Y8EM240 2/4 B.Tech 2/4 B.Tech 2/4 B.Tech 2/4 B.Tech Under the esteemed guidance of Ms K.Madhuri (M.Tech) Lecturer Smt. Y.Madhavi Latha M.Tech Lecturer

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Page 1: Archery Document

ARCHERY A mini project report submitted

in partial fulfillment of the requirements for the award of the degree of

BACHELOR OF TECHNOLOGYIN

ELECTRONICS AND COMPUTER ENGINEERING (2009-10)

SubmittedBy

J.Vijaya Lakshmi T. Naga Anuja k. Raja Sekhar G. Venkateswara ReddyY8EM242 Y8EM314 Y8EM262 Y8EM240 2/4 B.Tech 2/4 B.Tech 2/4 B.Tech 2/4 B.Tech

Under the esteemed guidance of

Ms K.Madhuri (M.Tech) Lecturer

Smt. Y.Madhavi Latha M.Tech Lecturer

KONERU LAKSHMAIAH COLLEGE OF ENGINEERING(AUTONOMOUS)

Green Fields, Vaddeswaram - 522 502, Guntur District, A.P.Approved by A.I.C.T.E. Affiliated to Acharya Nagarjuna University

Accredited by N.B.A. Accredited by N.A.A.C ISO 9001-2000 Certified

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KONERU LAKSHMAIAH COLLEGE OF ENGINEERING(AUTONOMOUS)

DEPARTMENT OF ELECTRONICS AND COMPUTER ENGINEERING

CERTIFICATE

This is to certify that the mini project entitled

“ARCHERY”, being submitted by J. Vijaya

Lakshmi(Y8EM242), T. Naga Anuja(Y8EM314), K. Raja

Sekhar(Y8EM262), G. Venkateswara Reddy (Y8EM240) in

partial fulfillment for the award of degree of Bachelor of

Technology in Electronics and Computer Engineering of

Acharya Nagarjuna University, is a record of confide work

carried out by them under our guidance and supervision

during the academic year 2009-2010 and it has been

found worthy of acceptance according to the requirements

of the university.

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Ms K.Madhuri, (M.Tech) Dr.S.Balaji,Lecturer. HOD(ECM)Smt Y.Madhavi Latha M.Tech Lecturer

ACKNOWLEDGEMENT

We take this opportunity to remember and acknowledge the co-operation, good will

and support both moral and technical extended by several individuals out of which

this project has evolved. We always cherish our association with them.

We are greatly elated and thankful to our Head of the Department Dr. S. BALAJI

and to our principle Dr.K.RAJASEKHAR RAO for his enthusiastic assistance and

inspiring us all the way and for arranging all the facilities and resources needed for

our project.

It is with immense pleasure that we would like to express our indebted gratitude to

our guide Ms.K.MADHURI and Smt Y.MADHAVI LATHA who has also guided

us a lot and encouraged us in every step of the project work. Her invaluable moral

support and guidance throughout the project helped us to a greater extent.

We are very grateful to God for having us with his wisdom and knowledge and

guidance throughout this work. We are grateful to our family members for their moral

and financial support.

Finally, our verbal abilities limit the expression of heartfelt feelings towards our non-

teaching staff and friends who had directly or indirectly helped and supported us in

completing our project in time.

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PROJECT TEAM

J. Vijaya Lakshmi T. Naga Anuja K. Raja Sekhar

G.VenkateswaraReddy

1.ABSTRACT

1

2.PROBLEM STATEMENT 1.1INTRODUCTION 1.2PROBLEM DESCRIPTION 1.3MODULE WISE DESCRIPTION

2

3.LITERATURE

5

4.FLOWCHARTS

10

5.ALGORITHM 11

6.SCREEN SHOTS/OUTPUTS

12

7. CONCLUSION

16

8.FUTURE SCOPE

17

9.REFERENCES

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ABSTRACT

C is a powerful general purpose and most popular computer programming

language. C is popularly known as the programmers language, since it was created,

influenced and field tested by real working programmers.

In 1970 a system engineer Mr. Dennis Ritche, invented and first implemented

this programming language C. Besides its features like portability, fast execution it

provides a feature called ‘C graphics‘. Using C graphics we wrote the game program.

C is a high level language which supports graphics in it. Archery game tests our

concentration power.

SYSTEM REQUIREMENTS:

500 MHZ processor ,128Mb RAM, Super VGA(800×600) video resolution

monitor, A video display adapter with hardware 3-D graphics acceleration and 16MB

of video memory. Matrox G400, G450, SiS300, Trident Blade XP 128,3Dlabs

Permedia 3.

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1

PROBLEM STATEMENT

1. INTRODUCTION

This is entirely written in c language. At first we have an arrow and bow. The

series of circles will roll from top to bottom. With the help of the mouse pointer we

have to hit the target. The arrow hitting exactly at the centre of the circle is the target.

We get the score on the basis of hitting position. You will have five chances to hit the

target.

Based on your performance the score of all the five times will be added up.

The highest score will be 60 for one hit. Finally the score will be displayed at the end

of the game. You will have two options either to continue or to quit the game.

1.2PROBLEM DESCRIPTION

Start the game, using the mouse shoot the series of circles rolling down the

screen.

If you the smallest circle the maximum score of 60 will be awarded.

Likely there will be six circles in the target.The last circle will have the least score.

1.3MODULE WISE DESCRIPTION:

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1. WELCOME SCREEN

2. LOGIC MODULE

3. GAME SCREEN

4. ENDING SCREEN 2

1.WELCOME SCREEN:

In this module the functions we used are

front()

In this function we use graphics commands like ellipse, line, setcolor for designing

the first screen.

Sta()

The next screen will have the circles which changes the color randomly.

Star()

Then the stars will appear in the form of arc. Two arcs of stars of yellow and green

color.

The name of the game will wrote in the middle of the lower arc of stars.

2. LOGIC MODULE:

We use the following function

Score():

In this function the score for each hit will be decided.

Hitting the arrow in the smallest circle will highest score and vice versa.

3. GAME SCREEN

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We use the following functions for designing this screen

Tar ():

This will form the series of circles on the right side of the screen.

Getmousepionter()

This will get the mouse pointer on the screen. 3

Arrow()

This will create the arrow .The arrow with the yellow colour used the graphical

command line only.

Equip()

This is to design the bow for the game.It uses the graphical commands like arc, circle,

line.

4.ENDING SCREEN:

Here we use the following functions

Final window():

In this screen the score of the game will be displayed with two options either to quit

or continue.

Finally the names will be displayed in the middle of the screen, wich is bordered with

beautiful flowers.

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4

LITERATURE

1.INITGRAPH:

Prototype in <GRAPHICS.H>

Purpose: Intializies the graphics system.

Syntax: Initgraph (int far *graph driver, int far *graph mode, char far *path drive);

2.RECTANGLE :

Prototype in <GRAPHICS.H>

Purpose: Draws a rectangle

Syntax: Rectangle(intleft,inttop,intright,int bottom);

3.SETBKCOLOR:

Prototype in <GRAPHICS.H>

Purpose: Sets the back ground colour

Syntax: setbkcolor(clour)

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4.ELLIPSE:

Prototype in <GRAPHICS.H>

Purpose: Draws the ellipse

Syntax: ellipse (int x, int y, int stangle, int endangle, int xrasius,int yradius)

5

5.SETTEXTSTYLE :

Prototype in <GRAPHICS.H>

Purpose: Sets the current text characteristics.

Syntax: Settextstyle(intfont,intdirection,intcharsize);

6.SETFILLSTYLE:

Prototype in <GRAPHICS.H>

Purpose:Sets fill pattern and color.

Syntax: Setfillstyle(intpattern,int color);

7.SETCOLOR:

Prototype in <GRAPHICS.H>

Purpose: Set color sets the current drawing color.

Syntax: Setcolor(int color);

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8.CLOSEGRAPH :

Prototype in <GRAPHICS.H>

Purpose: Shuts down the graphics system.

Syntax: Closegraph(void); 6

9.DELAY:

Prototype in <DOS. H>

Purpose: Suspends execution for some time interval(milliseconds)

Syntax: Delay(unsigned milliseconds);

10.SLEEP:

Prototype in <DOS.H>

Purpose: Suspends execution for interval

Syntax: Sleep(unsigned seconds);

11.NOSOUND:

Prototype in <DOS.H>

Purpose: Sound turns on the PC's speaker at a given frequency.

nosound turns the speaker off after it has been turned on by a call to sound.Frequency

specifies the frequency of the sound in hertz (cycles per second)

Synatx:■ void sound(unsigned frequency);

12.OUTYEXTXY:

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Prototype in <GRAPHICS.H>

Purpose:Outtextxy displays a string at the specified location(graphics mode)

Syntax: Outtextxy(intx,inty,char far *textstring);

7

13.LINE:

Prototype in <GRAPHICS.H>

Purpose: Draws a line.

Syntax: void far line (int left, int top, int right, int bottom);

14.FLAG:

Prototype in <GRAPHICS.H>

Purpose: Resets the formatting flags as the default value

Syntax; long flag();

15.ARC():

Prototype in <GRPAHICS.H>

Purpose : Draws an arc.

Syntax: void arc (int xcentre, int ycenter, int stangle, int endangle,int radius);

1 6.CIRCLE :

Prototype in <GRAPHICS.H>

Purpose: Circle draws a circle.

Syntax: Circle(intx,inty,int radius)

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17.RANDOM:

Prototype in <STDLIB.H>

Purpose: Macro that returns an integer.

Syntax: Random(num); 8

18.GETACCORDS()

Prototype in <GRAPHICS.H>

Purpose: get coordinates of the last call to arc.

Syntax: void getaccords(struct accordstype *arccords);

19.FLOODFILL();

Prototype in <GRAPHICS.H>

Purpose:It fills an enclosed area.

Syntax: void floodfill(int x,int y,int border);

20.SOUND:

Prototype in <DOS.H>

Purpose: Sound turns on the PC's speaker at a given frequency.

nosound turns the speaker off after it has been turned on by a call to sound.Frequency

specifies the frequency of the sound in hertz (cycles per second)

Synatx:

■ void sound(unsigned frequency);

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9

FLOW CHART

TITLE SCREEN

CHOICE

START START

QUIT QUITCONTINUECONTINUE

SCORE SCREEN

GAME SCREEN

ARROW3 MAX 180

ARROW2 MAX 120

ARROW4 MAX 240

ARROW1 MAX 60

ARROW5 MAX 360

LEAST SCORE HIGHEST SCORE

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ALGORITHM

STEP1: Welcome screen will be displayed.

STEP2:The circles with random colours will appear with sound.

STEP3:Then the stars in the form of arc will appear including the music.

STEP4:The name of the game will be displayed.

STEP5:Game screen with bow and arrow will be there to hit the target.

STEP6:When the arrow is hitted the score will be displayed.

STEP7:Like that five arrows will be there to hit the target.

STEP8:The final score will be displayed.

STEP9:Option ‘continue’ is there to continue the game.

STEP10: Another option to quit the game is also available.

STEP11:Final window with flowers will be displayed.

STEP12:In the middle of the screen the names of our team will be displayed.

EXIT

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11

SHOT SCREENS

WLCOME SCREEN

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LOADING SCREEN 12

WLECOME SCREEN

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GAME SCREEN

ENDING SCREEN

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CONCLUSION

‘C’ is a simple, elegant programming language that is the choice of

a increasing number of programmers. ’C’ being a popular language , all the

instructions are given using simple English like statements. This uses a

compiler to convert these statements to binary. ’C’ programs are also

portable and hence can run on any system.

`Besides all these features ‘C’ also provides us with graphics

commands which can be used to develop simple games. So taking help of

these graphics commands we designed our game.

The ‘ARCHERY’ game is basically a memory game.’C’ provides

modularity by dividing the program into number of function blocks. We

have used 32 user defined functions for developing our game. Most of these

user defined functions use graphic commands. The graphics commands that

we used most frequently are settextstyle, setfillstyle, setcolor, rectangle,

circle.

The advantage of this game over the other games is besides

providing entertainment to the player it even helps them to improve to some

extent their concentration.

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FUTURE SCOPE

As beginners in game designing we have developed this game with

only one level. So increase the speed of the series of circles rolling. We can

extend this game into any number of levels, which is difficult to implement

with ‘C’ yet possible. This can be done with the help of 3D graphics.

Now the game is implemented using mouse. We cannot implement

the game using keyboard. We have tried to make the player sense the

difficulty by including negative score in so we can make the game tougher

and build up tension in the player by setting a timer.

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BIBILIOGRAPHY8.1 TEXT BOOKS

PROGRAMMING IN C - BYRON S GOTTIFRIED

LET US C - YASHWANTH KANETKAR

PROGRAMMING IN ANSI C - BALAGURUSWAMY

REFERENCES8.2 WEBSITES

www.google.com

www.Programmersheaven.com

www.programmersworld.com

www.wikipedia.com

www.cprogramming.com

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