Building Memory… Notes from class on 4/4/07. The Game First understand what we are trying to build. Then, create a list of requirements/functionality.

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Presentation transcript:

Building Memory… Notes from class on 4/4/07

The Game First understand what we are trying to build. Then, create a list of requirements/functionality for our game

B Section Functionality Display cards Cards have to be in pairs Face up/face down for cards Keep score / how many pairs player made User clicks on card or types something to select it

B Section Functionality How many cards can be clicked at one time? Player 1 / Player 2 – know how to switch Timer for game Difficulty levels

B Section Functionality Get rid of matching cards Shuffle cards Indicate match/no match Tell which player won

What do we do first? THINK!!!!!

What do we do first? Perhaps the more appropriate answer is design –Sketch a design for the user interface –Decide on what objects are needed for the game –Create a small UML for the relationships between those objects

What do we do first? More design issues –What happens when the user starts the game –How does the user interact with the game

What do we do first? All of these issues should be considered and will give us a place to begin creating our classes and building our relationships. While working on the project, we will often need to come back and re- design or further design different aspects of the game.

Separation We will note a separation of graphical concerns and what we will call our game engine. Getting the program to “look” a certain way will take time Getting the program to execute correctly will take some more of our time.