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PROJECT PLAN

NAJEM UDDIN
2017521460117 HEADLINE: 2.PROJECT NAME
SOFTWARE ENGINEERING
SICHUAN UNIVERSITY
1.INTRODUCTION

3.GAME PLAY

4.BASIC RULE

5.MATERIALS

6.FLOWCHART

7.PROJECT DESIGN

8.CODE IMPLEMENTED

9.SCORE AND LEVEL

10.RISK
#PROJECT_NAME:
# ITRODUCTION:

THE PRIMARY OBJECTIVE OF THIS PROJECT WILL TO CREATE A GAME OF TETRIS USING C++
CODE AND A 32X32 MATRIX. INTERFACING TO THE LED MATRIX REQUIRED DEVELOPING A
DRIVER TO DRAW TO THE MATRIX APPROPRIATELY. OUR GAME OF TETRIS WAS DEVELOPED
WITH STANDARD INPUTS SUCH AS MOVING THE PIECE LEFT, RIGHT, PLACE A PIECE DOWN
FASTER, AND ROTATION. AN ADDITIONAL INPUT WE ADDED WAS ENABLING THE PLAYER TO
SAVE A PIECE FOR LATER USE. ADDITIONAL FEATURES FOR THE PROJECT WAS THE
ADDITION OF MUSIC WHILE PLAYING A GAME OF TETRIS.

# GAME_PLAY: THE GOAL OF THE PROJECT IS TO IMPLEMENT THE BASIC GAME PLAY
DESCRIBED BELOW.

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#MATERIALS :
1.MATRIX -------SIZE(32*32)
2.VISUL STDIO ……..FOR WRITING C++ CODE
3.PHOTOGRAPHS
4.MS WORD

#BASIS_RULES:
1. THE PIECE CANNOT FALL INTO A SQUARE OCCUPIED BY ANOTHER PIECE OR BEYOND
THE EDGE OF THE BOARD.
2. WHEN A PIECE HITS ANOTHER PIECE OR THE BOTTOM OF THE BOARD, IT STOPS
MOVING AND A NEW PIECE
APPEARS AT THE TOP OF THE BOARD.
3. AS THE PIECES FILL UP THE BOARD LINES FORM. IF A COMPLETE LINE FORMS, IT
DISAPPEARS AND ALL THE
BLOCKS ABOVE IT FALL DOWN ONE LINE.
4. IF A NEW PIECE CAN NO LONGER BE PLACED AT THE TOP OF THE BOARD, THE GAME
ENDS AND A “GAME
OVER!”

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# FLOWCHART:

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#PROJECT_DESIGN:
1. TETRIS CLASSES OVERVIEW
2. CREATING A RANDOM SHAPE
3. KEYBOARD EVENTS
4. MOVING SHAPES
5. ATTENTION! PIECE OVERBOARD!
6. ADDING A PIECE TO THE BOARD
7. ATTENTION! INTRUDERS!
8. ROTATING A PIECE
9. AUTOMATICALLY MOVING PIECE
10. REMOVING COMPLETED LINES
11. GAME OVER

TRANSLATING THE CONCEPT INTO A PROGRAM

TETRISBOARD : THE TETRISBOARD CLASS REPRESENTS ALL THE CELLS IN THE


GAME. IT IS A 2 DIMENSIONAL GRID OF CELLS, JUST LIKE A SPREADSHEET. YOU
MAY CALL IT THE CANVAS OR PLAYGROUND FOR THE GAME.

TETRISCELL : A TETRISCELL REPRESENTS EACH CELL OF THE TETRIS BOARD. SO


IN EFFECT ANYTHING IN THIS GAME IS ULTIMATELY MADE UP OF TETRISCELLS.

TETRISBLOCK : A TETRISBLOCK REPRESENTS A GROUP OF CELLS (TETRISCELLS)


THAT FORM A MEANINGFUL BLOCK FOR US. EACH OF THE SHAPES IN THE ABOVE
DIAGRAM IS A BLOCK.

THE DIAGRAM BELOW SHOWS SOME EXAMPLES OF EACH OF THESE CLASS


OBJECTS.

TETRISCELL

TETRISBOARD

TETRISBLOCK

A TETRISBLOCK REPRESENTS A GROUP OF TETRISCELLS ON THE BOARD THAT


FORMS A MEANINGFUL BLOCK. THIS IS THE HEART OF OUR GAME. MOST OF THE
PART OF THE GAME RESIDES IN THIS CLASS.

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EVERY TIME ROTATING MAINTAIN TWO RULES ******

X = CENTER.X - DIR*CENTER.Y + DIR*BLOCK.Y


Y = CENTER.Y + DIR*CENTER.X - DIR*BLOCK.X

RISK IDENTIFICATION:
² MAY BE A TEAM ACTIVITIES OR BASED ON THE INDIVIDUAL
PROJECT MANAGER’S EXPERIENCE.
² A CHECKLIST OF COMMON RISKS MAY BE USED TO IDENTIFY RISKS
IN A PROJECT
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§ TECHNOLOGY RISKS.
§ PEOPLE RISKS.
§ ORGANISATIONAL RISKS.
§ REQUIREMENTS RISKS.
§ ESTIMATION RISK

#SCORE & ULEVEL :


STILL IT ON GOING PROCESS.

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