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21Activity
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Table Of Contents

1.4 Tujuan
1.5 Metodologi
1.6 Sistematika Penulisan
2.2 Pemrograman J2ME (Java 2 Micro Edition)
2.1.1 Pengertian J2ME
2.2.2 Mobile Information Device Profile(MIDP)
Gambar 2.2 MIDP User Interface API
2.3.3 MIDlet
Gambar 2.3 Lifecycle/Siklus Hidup MIDlet
2.4.4 Komponen-komponen J2ME
2.2.4.1 Graphics dan Class Canvas
javax.microedition.lcdui.Canvas
Gambar 2.4 Piksel yang dikenai warna untuk menggambar kotak
javax.microedition.lcdui.Graphics
Tabel 2.3 Metode penggambaran pada Graphics
2.2.4.2 Font
javax.microedition.lcdui.Font
2.2.4.3 Form
Tabel 2.6 Metode pada javax.microedition.lcdui.Form
2.2.4.4 Item
2.2.4.6 ChoiceGroup
javax.microedition.lcdui.ChoiceGroup
Gambar 2.5 Keterkaitan MIDlet dan Record Store
Gambar 2.6 Penyimpanan record dalam Record Store
Tabel 2.14 Metode untuk mengambil informasi dari record store
Tabel 2.15 Exception pada record store
3.1 Perancangan Game
Gambar 3.2 Use Case Diagram Secara Keseluruhan
3.1.1 Activity Diagram Menu Permainan
Gambar 3.3 Activity Diagram Menu Permainan
3.1.1.1 Skenario Permainan 2 Pemain
Gambar 3.4 Flow Chart Permainan 2 Pemain
3.1.1.2 FSM Player
Gambar 3.5 FSM Player dalam Permainan 2 Player
3.1.1.3 Skenario Permainan Lawan Komp
Gambar 3.6 Flow Chart Permainan Lawan Komp
Gambar 3.7 FSM komp dalam Permainan Lawan Komp
3.1.2 Class Diagram Menu Utama
Gambar 3.8 Class Diagram Menu Utama
3.1.3 Class Diagram Menu Utama Game
Gambar 3.9 Class Diagram Menu Utama Game
3.1.4 Class Diagram Menu Permainan
Gambar 3.10 Class Diagram Menu Permaian (a)
Gambar 3.11 Class Diagram Menu Permaian (b)
3.1.5 Class Diagram Menu Pertanyaan
Gambar 3.12 Class Diagram Menu Pertanyaan
3.1.6 Class Diagram Data Awal
Gambar 3.13 Class Diagram Data Awal
3.1.7 Class Diagram Menu Tampil Soal
Gambar 3.14 Class Diagram Menu Tampil Soal (a)
Gambar 3.15 Class Diagram Menu Tampil Soal (b)
3.1.8 Class Diagram Pemenang
Gambar 3.16 Class Diagram Pemenang
3.1.9 Class Diagram Nama
Gambar 3.17 Class Diagram Nama
3.1.10 Class Diagram Comparator
Gambar 3.18 Class Diagram Comparator
3.1.11 Class Diagram Menu Petunjuk
Gambar 3.19 Class Diagram Menu Petunjuk
3.1.12 Class Diagram Menu Tentang
Gambar 3.20 Class Diagram Menu Tentang/About
3.1.13 Class Diagram Menu Help
Gambar 3.21 Class Diagram Menu Bantuan/Help
3.1.14 Class Diagram Menu Setting
Gambar 3.22 Class Diagram Menu Setting
3.1.15 Activity Diagram Menu Pengaturan
Gambar 3.23 Activity Diagram Menu Pengaturan
3.1.16 Activity Diagram Menu Skor
Gambar 3.24 Activity Diagram Menu Skor
3.1.17 Activity Diagram Menu Bantuan
Gambar 3.25 Activity Diagram Menu Bantuan
3.1.18 Activity Diagram Menu Tentang
Gambar 3.26 Activity Diagram Menu Tentang
3.1.19 Activity Diagram Menu Login
Gambar 3.27 Activity Diagram Menu Login
3.1.20 Activity Diagram Menu Tambah
Gambar 3.28 Activity Diagram Menu Tambah
3.1.21 Activity Diagram Menu Ubah
Gambar 3.29 Activity Diagram Menu Ubah
3.1.22 Activity Diagram Menu Hapus
Gambar 3.30 Activity Diagram Menu Hapus
3.1.23 Activity Diagram Menu Lupa
Gambar 3.31 Activity Diagram Menu Lupa
3.1.24 Activity Diagram Menu Ubah Pass
Gambar 3.32 Activity Diagram Menu Ubah Pass
3.1.25 Activity Diagram Menu Petunjuk
Gambar 3.33 Activity Diagram Menu Petunjuk
3.1.26 Perancangan Record Managemen System
3.1.26.1 RMS Pertanyaan
Gambar 3.35 Desain dan Rancangan Menu Pertanyaan
Gambar 3.36 Desain dan Rancangan Menu Petunjuk
3.2.1 Display Splash Screen
Gambar 3.37 Tampilan Splash Screen Game
3.2.2 Display Menu Utama
Gambar 3.38 Tampilan Menu Utama
3.2.3 Display Menu Permainan
Gambar 3.39 Tampilan Menu Utama Game
3.2.4 Display Menu Tingkat Kesulitan
Gambar 3.40 Tampilan Menu Tingkat Kesulitan
3.2.5 Display Menu Pilih Permainan
Gambar 3.41 Tampilan Menu Pilih Permainan
3.2.6 Display Permainan
3.2.6.1 Display Papan Permainan
Gambar 3.44 Tiled Layer pada Ular Tangga dan Indeksnya
Gambar 3.45 Contoh Tampilan Papan 1 Gambar 3.46 Contoh Tampilan Papan 2
3.2.6.2 Display Pin Pemain
3.2.6.3 Display Nilai Dadu
3.2.6.4 Display Tampil Soal
Gambar 3.48 Tampilan Form Soal pada Permainan
3.2.6.5 Display Pemenang
Gambar 3.49 Tampilan Pemenang dan Poin
Gambar 3.50 Tampilan Input Nama Pemain (Skor)
Gambar 3.51 Tampilan Login User
3.2.7.2 Display Data Pertanyaan
Gambar 3.52 Tampilan Data Pertanyaan
3.2.7.3 Display Tambah Data
Gambar 3.53 Tampilan Tambah Data
3.2.7.4 Display Ubah Data
Gambar 3.54 Tampilan Ubah Data
3.2.7.5 Display Ubah Pass
Gambar 3.55 Tampilan Ubah Password
3.2.8 Display Pengaturan
Gambar 3.56 Tampilan Pengaturan
3.2.9 Display Skor
Gambar 3.57 Tampilan Skor
3.2.10 Display Bantuan
Gambar 3.58 Tampilan Bantuan
3.2.11 Display Tentang
3.2.12 Display Petunjuk
Gambar 3.60 Tampilan Petunjuk
4.1 Lingkungan Uji Coba
Gambar 4.1 Splash Screen pada Nokia
Nokia E71 Gambar 4.4 Tingkat Permainan pada Nokia E71
Gambar 4.5 Lawan Komp pada Nokia
E71 Gambar 4.6 2 Player pada Nokia E71
Gambar 4.7 Splash Screen pada Nokia
E51 Gambar 4.8 Menu Utama pada Nokia E51
Nokia E51 Gambar 4.10 Tingkat Permainan pada Nokia E51
Gambar 4.11 Lawan Komp pada Nokia
4.1.1.4. Sony Ericsson W710
4.2 Analisa Game
4.2.1 Metode Pengambilan Data
4.2.2 Kriteria Variabel
4.2.2.1 Aspek Rekayasa Perangkat Lunak
4.2.2.2 Aspek Pembelajaran
4.2.2.3 Aspek Komunikasi Visual
4.2.3 Penetapan Responden
4.2.4 Penentuan Skor/Nilai
4.2.5 Format Kuesioner
Aspek Rekayasa Perangkat Lunak
4.3.2 Aspek Pembelajaran
4.3.3 Aspek Komunikasi Visual
4.3.4 Rata-rata per-Aspek
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Rancang Bangun Game Edukasi Ular Tangga Pada Aplikasi Mobile

Rancang Bangun Game Edukasi Ular Tangga Pada Aplikasi Mobile

Ratings: (0)|Views: 6,604|Likes:
Published by F Yasmina Yazida

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Published by: F Yasmina Yazida on Dec 19, 2011
Copyright:Attribution Non-commercial

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04/01/2013

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