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Skeleton Code in A Nutshell

The document outlines the structure and components of a game, including classes for Player, Target Manager, Game Environment, Game Loop, and UI Manager. Each class has specific attributes and methods that define their responsibilities, such as managing scores, spawning and moving targets, and handling game states. The Game class serves as the main controller, coordinating the initialization and execution of the game loop.

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0% found this document useful (0 votes)
22 views3 pages

Skeleton Code in A Nutshell

The document outlines the structure and components of a game, including classes for Player, Target Manager, Game Environment, Game Loop, and UI Manager. Each class has specific attributes and methods that define their responsibilities, such as managing scores, spawning and moving targets, and handling game states. The Game class serves as the main controller, coordinating the initialization and execution of the game loop.

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User.9463820
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Game


├── Player

│ ├── Score
│ └── Shooting Mechanism (aim, shoot)
├── Target Manager
│ ├── Spawn Target

│ ├── Move Target


│ └── Detect Hit (Collision)
├── Game Environment
│ ├── Game Area (Boundary)

│ ├── Timer
│ └── Background
├── Game Loop
│ ├── Initialize Game
│ ├── Update Game (Each Frame)

│ └── End Game (Win/Loss Condition)


└── UI Manager
├── Display Score
└── Display Game States (Game Over, Restart, etc.)

Explanation of Components

1. Game Class:

• Description: The main class that initializes the game and manages all other
components.
• Responsibility:
o Initialize player, targets, and environment.
o Handle the game loop, ensuring that the game runs smoothly.

2. Player Class:

• Attributes:
o score: Keeps track of how many targets the player has hit.
o shots: Number of shots taken or the ability to aim and shoot.
• Methods:
o shoot(target): Player aims and shoots at a target.
o update_score(): Updates the player's score based on hits.

3. Target Manager Class:

• Attributes:
o targets: A list that manages all current targets on the screen.
• Methods:
o spawn_target(): Adds a new target to the game at a random position.
o move_target(): Moves the targets, possibly in a random or pre-defined
pattern.
o detect_hit(): Detects if a shot fired by the player hits a target. This method
can use collision detection.

4. Game Environment Class:

• Attributes:
o boundary: Defines the boundaries or playing area where targets appear.
o timer: Sets a time limit for the game.
o background: Sets the visual background of the game, which could be an
image or color.
• Methods:
o check_boundary(): Ensures that targets stay within the game area.
o timer_update(): Updates and keeps track of time left in the game.

5. Game Loop Class:

• Attributes:
o game_running: A boolean to check if the game is still running.
• Methods:
o initialize(): Initializes the game (calls setup functions for player, environment,
etc.).
o update(): Updates the state of the game in each frame (like moving targets,
checking for hits, and updating the score).
o end_game(): Checks if a win/loss condition has been met (like no more
targets or time running out).

6. UI Manager Class:

• Attributes:
o score_display: Keeps track of and displays the score on the screen.
o game_state: Displays the game states (game over, win, etc.).
• Methods:
o display_score(): Updates and displays the player's current score.
o display_game_over(): Displays when the game is over with a restart option.

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