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2D računalna igra u C# programskom jeziku
http://rightsstatements.org/vocab/InC/1.0/ info:eu-repo/semantics/openAccess
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Title:
2D računalna igra u C# programskom jeziku
Author:
Žnidarec, Karlo
Subjects:
Elektrotehnika
;
Radiokomunikacije
;
TEHNIČKE ZNANOSTI
Description:
Tema završnog rada je „2D računalna igra u C# programskom jeziku“. Aplikacija je izrađena pomoću Microsoft Visual Studio programskog okruženja. Cjelokupni projekt se sastoji od izrade višestrukih prozora koji obavljaju različitu svrhu u aplikaciji. Svi ti dijelovi projekta čine funkcionalnu cjelinu kako bi aplikacija radila bez problema, te kako bi se podaci uspješno izmjenjivali između različitih prozora. Zadatak je bio omogućiti igranja igre „Križić-Kružić“ u dvoje ili protiv računala, za igru protiv računala bilo je potrebno konstruirati umjetnu inteligenciju koja bi bila dostojan protivnik korisniku. U igri „Vješala“ bilo je potrebno omogućiti korisniku odabir između više kategorija riječi, dodavanje nove riječi u bazu riječi, te pomoći pri igri u vidu otkrivanja slova u riječi. Za obje igre bilo je potrebno izraditi spremanje rezultata, te ispis najboljeg rezultata tijekom igre. Aplikacija također sprema ukupnu statistiku igranja, u kojoj se nalazi ime korisnika, zadnja aktivnost, te ukupno vrijeme aktivnosti korisnika u aplikaciji. Aplikacija je na kraju grafički dotjerana, te su dodani zvučni efekti kako bi aplikacija bila atraktivnija. Topic of this final paper is „2D computer game in C# programming language“. Application is created using Microsoft Visual Studio programming environment. The whole project consists of making multiple forms performing different purpose in the application. All these forms make functional unit so application can work without problems, and so application can successfully exchange data between different forms. The task is to enable playing the game „Tic-Tac-Toe“ against the computer or against other player, to play against the computer it is necessary to construct an artificial intelligence that would be a worthy opponent to the user. In the game „Hangman“ it is necessary to allow the user to select between several categories of words, and add new word to the base of words, allow user to use jokers like revealing letter in word. For both games it is necessary to save results, and show the best result while playing the game. The application also saves overall statistic, statistic is consisted of user name, last activity, and the total time user was active in the application. The application is finally graphically polished and sound effects were added to make application more attractive.
Publisher:
Sveučilište Josipa Jurja Strossmayera u Osijeku. Fakultet elektrotehnike, računarstva i informacijskih tehnologija Osijek. Zavod za programsko inženjerstvo. Katedra za vizualno računarstvo
Creation Date:
2016
Language:
Croatian
Source:
DABAR Digital Academic Archives and Repositories
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