ICT221 Project: Implementing a 2D Riddle Game Using Java and JavaFX
VerifiedAdded on  2023/03/30
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AI Summary
This Java project details the creation of a single-player 2D riddle game using JavaFX. The game involves moving a void square to visit all containers on a board while avoiding obstacles. The solution covers object-oriented programming principles, including strategy overloading, overriding, encapsulation, polymorphism, and abstraction. Key features include increasing complexity with levels, customizable obstacle control, a path hint system, and a step-by-step view for new players. The implementation utilizes the A* algorithm for intelligent gameplay. The reflection discusses challenges faced during development and potential future enhancements, such as multi-level navigation across different board configurations.

GAME PROGRAMMING IN JAVA
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Introduction
The game created is a riddle game which is single player in nature. The game is a two
dimensional riddle with a board which enables the player of the game to move the void square
shaped to all the containers without contacting the impediments in different boxes. The game is
created utilizing javafx programming language which is an augmentation of java item arranged
programming utilizing the intellij IDE for java improvement (Anon, n.d.).
For the player to have the option to win, he/she must almost certainly move to all the void boxes
efficiently by passing on the hindrances which are in a portion of the crates, when all the void
boxes have been visited then the player win. Staggered capacity has been executed to the game
where the player can enter the following dimension with more multifaceted nature than the past
dimension. The quantity of obstructions in the dimension increments with an expansion in the
dimension. The game utilize all item arranged programming standards including strategy over-
burdening and abrogating, epitome, polymorphism and furthermore deliberation (Anon, n.d.).
The begin and end point has been executed in the game where the player has been sited on where
to begin the game and where to end the game. The begin purpose of the game is put at the upper
left corner and it closes at the base right corner.
In the game, the player can control the quantity of impediments in the game, the player can expel
all obstructions in the game and add them as per the experience the player has with the game.
The game as a permit way catch which helps all new game clients to have the option to realize
the conceivable way to follow so as to achieve the end. The show way catch shows every one of
the ways which the player can take so as to make the appearance easily to the end.
The progression view radio catch is utilized to direct new clients on the development they could
take in making the appearance (Anon, n.d.).
The game created is a riddle game which is single player in nature. The game is a two
dimensional riddle with a board which enables the player of the game to move the void square
shaped to all the containers without contacting the impediments in different boxes. The game is
created utilizing javafx programming language which is an augmentation of java item arranged
programming utilizing the intellij IDE for java improvement (Anon, n.d.).
For the player to have the option to win, he/she must almost certainly move to all the void boxes
efficiently by passing on the hindrances which are in a portion of the crates, when all the void
boxes have been visited then the player win. Staggered capacity has been executed to the game
where the player can enter the following dimension with more multifaceted nature than the past
dimension. The quantity of obstructions in the dimension increments with an expansion in the
dimension. The game utilize all item arranged programming standards including strategy over-
burdening and abrogating, epitome, polymorphism and furthermore deliberation (Anon, n.d.).
The begin and end point has been executed in the game where the player has been sited on where
to begin the game and where to end the game. The begin purpose of the game is put at the upper
left corner and it closes at the base right corner.
In the game, the player can control the quantity of impediments in the game, the player can expel
all obstructions in the game and add them as per the experience the player has with the game.
The game as a permit way catch which helps all new game clients to have the option to realize
the conceivable way to follow so as to achieve the end. The show way catch shows every one of
the ways which the player can take so as to make the appearance easily to the end.
The progression view radio catch is utilized to direct new clients on the development they could
take in making the appearance (Anon, n.d.).

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Reflection
During the advancement procedure of the game, it was not unreasonably simple to make all the
utilitarian necessities of the game to fill in as portrayed in the above area. The incorporation of
different highlights like a capacity which enables the player to evacuate all snags was finished
during advancement. This enables the client or player to have the option to assume responsibility
for the absolute number of impediments which are found in the game. Likewise, I had the option
to execute fill the game with hindrances work doe making the game harder to the client.
Advancement of the network and the cells was additionally created effortlessly; this is the
essential usefulness of the game. The advancement of the diagonals was likewise simple and was
done consummately, this gives every one of the cells their diagonals for the player to have the
option to distinguish the qualities which have been given to every single cell in the game. Show
way usefulness was additionally done in flawlessness to the new players to have the option to
know the way which can be utilized for achieving the finish of the game. The utilization of A*
Algorithm in the game was additionally effectively done as it empowers in the usage of the
intelligent piece of the game, how the game runs and how the triumphant comes to fruition.
Additionally, a portion of the highlights of the game were hard to actualize, this incorporates
adding the dimensions to the game, making various dimensions couldn't be conceivable and that
is the reason I choose to utilize the snag usefulness to make it conceivable. The player is the
person who can change the multifaceted nature of the game by adding the quantity of snags to the
game.
Whenever given some other time to enhance the game, I could wish the game to have diverse
route of the game. Route starting with one dimension then onto the next in various boards of
edges is the thing that could be the most suitable strategy and method for making the game a
greater amount of business and fascinating to the player.
References
Anon, (n.d.). CodeCombat - Learn how to code by playing a game. [online] Available at:
https://codecombat.com/ [Accessed 2019].
Anon, (n.d.). Java Programming: Let's Build a Game #1 - YouTube. [online] Available at:
https://www.youtube.com/watch?v=1gir2R7G9ws [Accessed 2019].
During the advancement procedure of the game, it was not unreasonably simple to make all the
utilitarian necessities of the game to fill in as portrayed in the above area. The incorporation of
different highlights like a capacity which enables the player to evacuate all snags was finished
during advancement. This enables the client or player to have the option to assume responsibility
for the absolute number of impediments which are found in the game. Likewise, I had the option
to execute fill the game with hindrances work doe making the game harder to the client.
Advancement of the network and the cells was additionally created effortlessly; this is the
essential usefulness of the game. The advancement of the diagonals was likewise simple and was
done consummately, this gives every one of the cells their diagonals for the player to have the
option to distinguish the qualities which have been given to every single cell in the game. Show
way usefulness was additionally done in flawlessness to the new players to have the option to
know the way which can be utilized for achieving the finish of the game. The utilization of A*
Algorithm in the game was additionally effectively done as it empowers in the usage of the
intelligent piece of the game, how the game runs and how the triumphant comes to fruition.
Additionally, a portion of the highlights of the game were hard to actualize, this incorporates
adding the dimensions to the game, making various dimensions couldn't be conceivable and that
is the reason I choose to utilize the snag usefulness to make it conceivable. The player is the
person who can change the multifaceted nature of the game by adding the quantity of snags to the
game.
Whenever given some other time to enhance the game, I could wish the game to have diverse
route of the game. Route starting with one dimension then onto the next in various boards of
edges is the thing that could be the most suitable strategy and method for making the game a
greater amount of business and fascinating to the player.
References
Anon, (n.d.). CodeCombat - Learn how to code by playing a game. [online] Available at:
https://codecombat.com/ [Accessed 2019].
Anon, (n.d.). Java Programming: Let's Build a Game #1 - YouTube. [online] Available at:
https://www.youtube.com/watch?v=1gir2R7G9ws [Accessed 2019].
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Anon, (n.d.). Mega List of Java Game Development Tutorials | 2018. [online] Available at:
https://www.gamedesigning.org/learn/java/ [Accessed 2019].
https://www.gamedesigning.org/learn/java/ [Accessed 2019].
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