Space Shooter Game

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SPACE SHOOTER GAME

A PROJECT REPORT

Submitted by

SAHANA.S [211501084]
SHREYA SAI PRABHAKAR [211501098]
SOWMYA.S [211501101]

PYTHON PROGRAMMING LAB (CS19211)

In partial fulfilment for the award of the degree


Of
BACHELOR OF TECHNOLOGY
in
ARTIFICIAL INTELLIGENCE AND MACHINE LEARNING

RAJALAKSHMI ENGINEERING COLLEGE, CHENNAI


ANNA UNIVERSITY, CHENNAI 600025

JUNE 2022
ABSTRACT

The creation of video games involves multidisciplinary processes that are not accessible to
the general public. Currently, video game development environments are very powerful tools,
but they also require an advanced technical level to even start using them. This presentation is
about a 2D game development environment to propose an alternative model to reduce the
technical complexity existing in these systems, presenting a data model and a game editor that
allows fulfilling this goal. In order to test its capabilities, several games have been successfully
implemented in the proposed environment. It can be stated that it is possible to create video
games simply and adorably for the general public without giving up its potential and remarking
that there is still a long way to go to reach democratization in the creation of video games and
the need to continue working in this field.

Basically, the space shooter is a very attractive game for people of all ages. In this game, A
spaceship which is controlled by the user has some features that includes shooting bullets at
the user’s command. The spaceship moves around the galaxy, shoots and destroys the asteroids
to save the galaxy. The player has three lives per game and the score is being managed
automatically by destroying each asteroids.Usually, the spaceship is being controlled by the
user through the keyboard. The features in this game include health bar, score, number of lives
remaining for the player and etc. The asteroids(obstacles)are generated using simple self-made
AI algorithm (basically it is not controlled by the user). It is when they hit the spaceship, the
player loses their score and health automatically within a fraction of seconds. When the player
wins a particular level, automatically the level gets upgraded.
TABLE OF CONTENTS

TITLE PAGE NO

1. ABSTRACT
2. INTRODUCTION
2.1 OBJECTIVE
3. LITERATURE SURVEY
3.1 RELATED WORKS
4. EXISTING SYSTEM
5. PROPOSED SYSTEM
6. SYSTEM DESIGN
6.1 ARCHITECTURAL DIAGRAM
6.2 EXPLANATION
7. SYSTEM IMPLEMENTATION
7.1 LIST OF MODULES
7.2 MODULES DESCRIPTION
8. SYSTEM TESTING
9. CONCLUSION AND FUTURE ENHANCEMENT
10. REFERENCES

APPENDIX
ANNEXURE-I (SAMPLE CODING)
ANNEXURE-II (SAMPLE SCREEN SHOTS)
INTRODUCTION

This report is made to explain and document the process of creating a simple space shooting
game as a project using python. We discuss the objective, related works, system design and
implementation in this report. The game is purely for entertainment purpose. Kids can also play
this game, because the design of the game is very simple and controlling the game is very easy
by pressing some neighbouring keys of the keyboard. 2D graphics is a feature in this game. In
addition, the technique used in game industry is greatly demonstrated.

OBJECTIVE

The main objective of the space shooter game is to destroy the obstacles and continue
to keep playing without losing the game.
• ENTERTAINMENT - the game is a good way to spend our time and to have fun.
• CONCENTRATION - it helps to increase concentration.
• REFLEXES - playing the game improves our reflexes.
• RELAXATION- after a long day of work or school, games like these can be perfect for
unwinding and relaxing.

RELATED WORKS

•Single screen games which includes frogger,pac-man and digdug


•Side scroller games which includes- space ship games,pitfall,super mario bros
•Platform games includes bubble bobble, burger time
•Adventurous game includes the legend of Zelda, Montezuma’s revenge
•Space Shooting games includes galaxy attack, alien shooting, wind wings etc...
•Asteroid games, tower bridge defence game by Carlos Marín-Lora,Miguel Chover

EXISTING SYSTEM
Art is often the biggest challenge. Levels need to be hand-drawn, even in pixel art, and
minor changes always require updating and working with the art.
In this existing system, complex tasks are being given to the user. Due to this complex task,
the user losses interest in playing the game.
PROPOSED SYSTEM

SYSTEM DESIGN

SYSTEM IMPLEMENTATION
LIST OF MODULES:
a.pygame(from pygame import mixer)
b.os
c.random
d.division

MODULE DESCRIPTIONS:
SYSTEM TESTING
1) Unit Tests:
This tests specific methods and logic in the code. This is the most granular type of test. The
goal is to verify the internal flow of the method, as well as to make sure, edge cases are being
handled.
2) Feature Tests:
This tests the functionality of the component. A collection of unit tests may or may not
represent a Feature test. The goal is to verify the component meets the requirements given for
it. If you're thinking in terms of a work item, this would be testing a ticket as a whole.
3) Integration Tests:
This tests the entire application, end to end. The goal is to guarantee the stability of the
application. When new code is added, integration tests should still pass with minimal effort.
4) Performance Tests:
This tests the efficiency of a piece of code. The size of the code being tested can range from a
method to the whole application.

CONCLUSION AND FUTURE ENHANCEMENTS


The main objective of this project was to design and develop a 2D shoot ’em up video-game
and learn the maximum amount of things possible while doing it. For this purpose, the different
graphic elements of the video-game were designed, allowing me to learn how to efficiently use
the Inkscape software in order to achieve the desired results. In this manner, each design has
been done faster and better than the previous one. Similarly, I have learned how to design
simple albeit necessary sound effects for the game by combining audio software, more
specifically Audacity and Bfxr. Regarding the video-game itself, all of the game logic and the
objects were designed and subsequently implemented using Unity and its 2D toolset. As a
result, the video-game is composed of one single perfectly playable level which includes many
different objects and obstacles to overcome. This is the part that I have most enjoyed, because
I really like programming and designing game logic. Additionally, coming up with different
Enemies and Boss logic provided me a fun challenge, and gave me the opportunity to learn
many different issues about game design and development. Furthermore, I discovered many
interesting things about developing a game for people with colorblindness disability, and found
out a way for them to thoughtfully enjoy the game. On the other hand, the obtained video-game
can be played at different operating systems and it has a very good performance even on dated
computers. Moreover, it can be easily ported to any of the current generation game consoles.
Finally, I would like to highlight that most of the things done throughout this project were
learned while developing it, as I had very little experience in the whole process of video-game
development. I had made very simple video games without using full fledged game engines,
and never before had I designed any sound effect or graphic material for them.

However, I already have a few ideas to extend this work and improve the video-game:
• Create a complete projectile system with many types of projectiles and ways to shoot them,
using different approaches.
• Create more levels with different game-play options, each of them with new enemies and
bosses.
• Create a power-up system that allows players to get new powers, such as super-speed.
• Make a different kind of reward logic, like including a multiplier to calculate the final score.

REFERENCES
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desktop fishtank and cave systems for the exploration of volume rendered confocal data sets"
IEEE Transactions on Visualization and Computer Graphics vol. 14 no. 3 pp. 551-563 2008.
4. M. G. Silva and D. A. Bowman "Body-based interaction for desktop games" CHI'09:
Proceedings of the 27th international conference extended abstracts on Human factors in
computing systems pp. 4249-4254 2009.
5. Z. Zhou J. Tedjokusumo S. Winkler and B. Ni "User studies of a multiplayer first person
shooting game with tangible and physical interaction" ICVR'07: Proceedings of the 2nd
international conference on Virtual reality pp. 738-747 2007.
6. C. Wei G. Marsden and J. Gain "Novel interface for first person shooting games on pdas"
OZCHI'08: Proceedings of the 20th Australasian Conference on Computer-Human
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Technology vol. 2 pp. 199-216 2006.
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visual experience automatic virtual environment" Communications of the ACM vol. 35 pp.
64-72 1992.
9. F. Carvalho A. Raposo M. Gattass and D. Trevisan "Um sistema hbrido semi-imersivo de
baixo custo para interaes 2d-3d" XII Symposium on Virtual and Augmented Reality vol. 1
pp. 153-162 2010.
10. W. Buxton G. Fitzmaurice R. Balakrishnan and G. Kurten-bach "Large displays in
automotive design" IEEE Computer Graphics and Applications vol. 20 no. 4 pp. 68-75 2000.
11. D. Claus and A. W. Fitzgibbon "Reliable automatic calibration of a marker-based position
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12. H. Kato ARToolKit Documentation 2010 [online] Available:
www.hitl.washington.edu/artoolkit/documentation .

APPENDIX
ANNEXURE-I (SAMPLE CODING)
ANNEXURE-II (SAMPLE SCREENSHOTS)
THANK YOU

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