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Design And Implementation Of The Online Casual Game Of Chinese Checkers

Posted on:2009-04-23Degree:MasterType:Thesis
Country:ChinaCandidate:Y LiFull Text:PDF
GTID:2208360242491078Subject:Software engineering
Abstract/Summary:PDF Full Text Request
This Paper dissertates the design and implementation of a casual game online named Chinese Checkers which is developed in Beijing Airship Corporation Ltd– the branch of UserJoy Technology Corporation Ltd.In Chapter 1, there are characteristics of casual games, common framework of game programs, architecture of online games, communication protocol and 5 I/O models in WinSock discussed first, as well as the synchronization method for net games. The architecture of the client, 2 methods for animation, the technology of sprite animation, some algorithm about collision detection and the separating axes theorem are also mentioned.The development environments are introduced in Chapter 2, as well as the game procedure and development platform and framework. According to these, the program of this project is divided into 4 parts and the game procedure is driven by messages. The message queue implemented by flipping-double-buffer and the synchronization strategies are discussed in this chapter.In the first part of Chapter 3, the game rules are analyzed; it helps to design the game logic module. The core algorithm and formula such as chess-distance calculation, arrival chess-positions algorithm and the legitimacy judgment algorithm are dissertated in detail, as well as the presentation of the chess data.In Chapter 4, the design and the implementation of interactive interface at client end are discussed, including the chessboard rotation, ext-image, ext-sprite, mouse menu, the animation of chessman and the close-up. There are several algorithms for selecting the chessman-position ID by mouse-click are showed here and the testing results of these algorithms are listed in this chapter. They are also analyzed and compared with each other.The design and implementation of the stress testing robot for the casual game platform are showed in Chapter 5.After repeated testing and debugging, this game made a good evaluation and successful delivery. The Game Lobby Server passed a stress testing; one game lobby server is able to support 600 concurrent users playing games online. In the test environment mentioned in Chapter 6, the Lobby Server cost only 30MB s memory, the average message process time is 3 micro-seconds, the average message response time is 22 milliseconds.
Keywords/Search Tags:Chinese checkers, Casual Games, Board Games, Game Development
PDF Full Text Request
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