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Title:UPORABA POSPEŠKOMETRA ZA RAČUNALNIŠKE IGRE NA MOBILNI NAPRAVI
Authors:ID Krpan, Blaž (Author)
ID Zazula, Damjan (Mentor) More about this mentor... New window
ID Šinjur, Smiljan (Comentor)
Files:.pdf UNI_Krpan_Blaz_2011.pdf (4,75 MB)
MD5: 482D6B2E887FB3804287FE1AA9333906
PID: 20.500.12556/dkum/35848188-da2a-4f1c-ad74-1a9f3413aa7d
 
Language:Slovenian
Work type:Bachelor thesis/paper
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:V okviru diplomske naloge smo izdelali preprosto računalniško igro, ki teče na mobilni napravi z operacijskim sistemom android. Igralec mora z nagibanjem mobilne naprave pripeljati kroglico po labirintu do cilja. Delo mu otežujejo luknje, v katere kroglica ne sme pasti, in ledene površine, na katerih je nadziranje kroglice oteženo zaradi manjšega trenja. Igra ima menije, po katerih se sprehajamo z dotikanjem zaslona. Na voljo so različni labirinti, lestvica najboljših rezultatov za posamezen labirint in pomoč pri igranju. Igra je popestrena z glasbo v ozadju in zvočnimi efekti, ki jih lahko vklopimo ali izklopimo. Omogočena je še kalibracija pospeškometra. V uvodnem delu diplomske naloge pregledamo trenutno stanje na področju mobilnih naprav. Na kratko je predstavljen operacijski sistem android. V nadaljevanju je opisana priprava razvojnega okolja na računalniku in mobilni napravi. Predstavljena je struktura razvite aplikacije. Sledi opis razvoja računalniške igre, ki vključuje pripravo projekta, razvoj programskega ogrodja in igre. Opisani so moduli, ki tvorijo programsko ogrodje, in igralna logika. Igra je programirana v javi. Izpeljan je tudi fizikalni model za obnašanje kroglice. Model upošteva kotalno trenje kroglice in trke z ovirami. V diplomi so opisani matematični postopki za izračune in simulacijo gibanja kroglice. Nekaj besed je namenjenih še programu za izdelavo labirintov, po katerih usmerjamo kroglico. V zaključnem delu naloge so predstavljeni rezultati preizkušanja in analize razvite računalniške igre, sklepno poglavje pa nakazuje smernice za nadaljnji razvoj.
Keywords:računalniške igre, mobilna naprava, pospeškometer, zaslon, občutljiv na dotik, java, android
Place of publishing:Maribor
Publisher:[B. Krpan]
Year of publishing:2011
PID:20.500.12556/DKUM-20246 New window
UDC:004.383.2:004.45(043.2)
COBISS.SI-ID:15583254 New window
NUK URN:URN:SI:UM:DK:RFCECDL1
Publication date in DKUM:22.09.2011
Views:2242
Downloads:196
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Secondary language

Language:English
Title:ACCELEROMETER-BASED COMPUTER GAMES ON MOBILE DEVICES
Abstract:Result of this diploma thesis is a simple computer game that runs under the Android operating system on a mobile device. Player’s goal is to lead the ball through a labyrinth by tilting the mobile device. The labyrinth has holes that the ball must avoid and icy surfaces that aggravate the ball control due to low friction. The game has menus for navigating the game by a touch-sensitive screen. Player can choose from several labyrinths, view best time achieved for each labyrinth so far, and read instructions for playing. The game is also accompanied by background music and sound effects, which can be turned on or off. Player can calibrate the accelerometer if necessary. The thesis presents the state-of-the-art for mobile devices and briefly describes the Android operating system. Setting up the application development environment on a personal computer and mobile device is described. The structure of the developed application is depicted, followed by the computer game development instructions, which includes creation of project, development of framework and the game based on this framework. The framework modules are revealed, followed by a description of the game logic. The game is programmed in Java. A model of the ball behavior is derived in details. It handles spinning friction and collisions with obstacles. Our diploma thesis describes mathematical procedures for calculations and simulation of ball movement. The program for creating labyrinths is also briefly explained. Last but not least, the testing and analysis results are presented for developed computer game. Conclusions suggest possible game improvements.
Keywords:computer games, mobile device, accelerometer, touch-sensitive screen, Java, Android


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