You are on page 1of 46

A Project Report

On

[Space Invaders: A classic game]

By

[ Saurabh Bajirao
Powar]
Seat Number: 2221161

Under the esteemed guidance of

[Mrs. Priyanka Brid]


Assistant Professor

DEPARTMENT OF COMPUTER SCIENCE

VISHNU WAMAN THAKUR CHARITABLE TRUST’S


BHASKAR WAMAN THAKUR COLLEGE OF SCIENCE,
YASHVANT KESHAV PATIL COLLEGE OF COMMERCE,
VIDHYA DAYANAND PATIL COLLEGE OF ARTS.
(Affiliated To University Of Mumbai)
VIRAR, 401303
MAHARASHTRA
2023-2024
Vishnu Waman Thakur Charitable Trust’s
Bhaskar Waman Thakur College of Science,
Yashwant Keshav Patil College of Commerce,
Vidya Dayanand Patil College of Arts.
(Affiliated to University of Mumbai)
Virar (W)-MAHARASHTRA-401303

DEPARTMENT OF COMPUTER SCIENCE

CERTIFICATE

Roll No. 101 Exam Seat No. 2221161

This is to certify that the project entitled, “Space Invaders: A classic game ", is
bonafied work of Saurabh Bajirao Powar bearing Seat.No: 2221161 submitted
in partial fulfillment of the requirements for the award of degree of
BACHELOR OF SCIENCE in COMPUTER SCIENCE from University of
Mumbai.

Internal Guide Head of Department

External Examiner

Date: College Seal


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

PROJECT PROPOSAL

Introduction:

The project aims to create a nostalgic 2D game experience by recreating the classic Space
Invaders game using Python and Pygame. The game will challenge players to control a
spaceship to shoot down waves of invading aliens while avoiding their projectiles and
preventing them from reaching the bottom of the screen.

Objective:

The objective of the "Space Invaders: A classic game" project is to develop a 2D arcade-style
game that recreates the nostalgic experience of the original Space Invaders. The game will
challenge players to control a spaceship, eliminate waves of invading aliens, and prevent them
from reaching the bottom of the screen. The primary objective is to provide an entertaining and
engaging gaming experience that appeals to both fans of the original Space Invaders game and
new players looking for a retro gaming experience. The game aims to evoke nostalgia and
provide an accessible and enjoyable gaming experience for a wide audience.

Scope:

The scope of the "Space Invaders: A classic game" project encompasses the development of a
2D arcade-style game using Python and Pygame. The game will include the following key
features and elements:

1. Player Control: The game will allow players to control a spaceship, enabling movement
in both horizontal and vertical directions.

2. Enemy Entities: The game will feature enemy aliens that move horizontally and
vertically, posing a threat to the player's spaceship.

3. Shooting Mechanics: Players will be able to fire bullets from their spaceship to destroy
the enemy aliens.

4. Scoring System: The game will include a scoring mechanism to track the player's
performance based on the number of enemy aliens destroyed.

5. Game Over Condition: A game over condition will be triggered when the enemy aliens
reach the bottom of the screen or collide with the player's spaceship.

6. Visual and Audio Elements: The game will incorporate visual assets such as background
images, player and enemy sprites, as well as sound effects and background music to
enhance the gaming experience.

7. User Interface: The game will feature a user interface to display the player's score and
provide feedback upon the game ending.

Roll No. 53 Page No. 1


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

The scope of the project is focused on delivering a complete and functional 2D game that
captures the essence of the classic Space Invaders experience, providing an engaging and
enjoyable gaming experience for players.

Methodology :
The development methodology for the "Space Invaders: A classic game" project will follow a
structured approach to ensure a high-quality and engaging game experience. The methodology will
include the following steps:
1. Design: The project will begin with a thorough design phase where the game's mechanics,
user interface, and visual assets will be planned and sketched out. This phase will involve
creating wireframes for the game's screens, defining the game's logic, and identifying the
key game components and their interactions.

2. Development: After the design phase, the actual development of the game will begin. This
phase will involve implementing the game's mechanics, such as player control, enemy
movement, shooting, and collision detection. The game's visual assets, such as background
images, player and enemy sprites, will be created or sourced. The game's audio elements,
such as sound effects and background music, will also be integrated to enhance the gaming
experience.

3. Testing: Once the game's development is complete, it will undergo thorough testing to
ensure smooth gameplay, identify any bugs or issues, and refine the game based on user
feedback. This phase will involve testing the game on various platforms and devices to
ensure compatibility and performance.

4. Documentation: Comprehensive project documentation, including requirement analysis,


planning and scheduling, software and hardware requirements, and a conceptual model, will
be created to guide the project's progression and completion. This documentation will serve
as a reference for future development and maintenance of the game.

5. Deployment: After the testing phase, the game will be deployed and made available for
playtesting. Feedback from players will be collected and used to further refine and improve
the game.

The methodology will ensure a structured and organized approach to the project's development,
ensuring a high-quality and engaging 2D game that captures the essence of the original Space
Invaders experience.

Tools and Technologies:


The project will utilize the following tools and technologies to develop a high-quality and engaging
2D game:

1. Python 3.8+: The primary programming language for developing the game, which is widely
used for various applications, including game development.

2. Pygame 2.23+: A Python library used for game development, providing functionality for
graphics, sound, and user input.

Roll No. 53 Page No. 2


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

3. Graphics Editor: A graphics editor will be used to create and modify visual assets such as
background images, player and enemy sprites, and UI elements. Adobe Photoshop, GIMP,
or other graphics editing tools can be used for this purpose.

4. Audio Editor: An audio editor will be used to create and modify sound effects and
background music for the game. Audio editing tools like Audacity or Adobe Audition can be
used for this purpose.

5. Version Control System: A version control system like Git and GitHub will be used to track
and manage the project's source code, allowing for collaboration and version control.

6. Integrated Development Environment (IDE): An IDE like PyCharm, Visual Studio Code, or
Sublime Text will be used for writing and debugging the game's code.

The choice of tools and technologies is based on their suitability for the project and the developer's
familiarity with them.

Timeline: 90 Days

Resources:
The following resources will be utilized for the development of the "Space Invaders: A classic
game" project:
main.py: The main game code file, which includes the implementation of game mechanics,
visual assets, and event handling. The file contains the Python and Pygame code for the game's
functionality, including player control, enemy movement, shooting mechanics, and scoring
system. The file also includes the game's visual and audio elements, such as background images,
player and enemy sprites, and sound effects.
Graphics Editor: A graphics editor, such as Adobe Photoshop, GIMP, or other graphics editing
tools, will be used to create and modify visual assets, including background images, player and
enemy sprites, and UI elements.
Audio Editor: An audio editor, such as Audacity or Adobe Audition, will be used to create and
modify sound effects and background music for the game.
Version Control System: Git and GitHub will be used to track and manage the project's source
code, allowing for collaboration and version control.
Integrated Development Environment (IDE): An IDE, such as PyCharm, Visual Studio Code, or
Sublime Text, will be used for writing and debugging the game's code.
These resources will be essential for the development, management, and testing of the "Space
Invaders: A classic game" project.

Roll No. 53 Page No. 3


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

Expected Outcome:

The expected outcome of the "Space Invaders: A classic game" project is a fully functional 2D
arcade-style game that provides an engaging and nostalgic gaming experience. The game will
feature the following key elements and outcomes:

1. Player Control: Players will be able to control a spaceship, allowing movement in both
horizontal and vertical directions.

2. Enemy Entities: The game will feature enemy aliens that move horizontally and vertically,
posing a threat to the player's spaceship.

3. Shooting Mechanics: Players will be able to fire bullets from their spaceship to destroy the
enemy aliens.

4. Scoring System: The game will include a scoring mechanism to track the player's
performance based on the number of enemy aliens destroyed.

5. Game Over Condition: A game over condition will be triggered when the enemy aliens
reach the bottom of the screen or collide with the player's spaceship.

6. Visual and Audio Elements: The game will incorporate visual assets such as background
images, player and enemy sprites, as well as sound effects and background music to enhance
the gaming experience.

The expected outcome is a polished and well-tested game that captures the essence of the original
Space Invaders experience, providing an enjoyable and challenging gaming experience for players.

Reference: Perplexity AI, ChatGPT

Plagiarism Report:

Roll No. 53 Page No. 4


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

Table of Content

Sr. No Topics
1. Introduction:
1.1 Background
1.2 Objectives
1.3 Purpose and Scope
1.4 Applicability
1.5 Organization of Report

2. Survey of Technologies:
2.1 Software
2.2 Front end Technologies
2.3 Back end Technologies
2.4 Languages

3. Requirement and Analysis:


3.1 Problem Definition
3.2 Requirement Specification
3.3 Planning and Scheduling
3.4 Software and Hardware Requirement_
3.5 Conceptual Model

4. Conceptual Design and Diagrams:


4.1 Basic Modules
4.2 Data Design
4.3 Procedure Design
4.4 Algorithm Design
4.5 UI Design
4.6 Test Case Design

5. Implementation and Testing

6. Result and Discussion:


6.1 Test Result
6.2 GUI

7. 7.1 Conclusion
7.2 Limitation of the System
7.3 Future scope of Project
7.4 Reference

Roll No. 53 Page No. 5


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

CHAPTER-1: INTRODUCTION

Space Invaders is a classic 2D arcade game that was first released in 1978. The game involves
the player controlling a spaceship that must shoot down waves of invading aliens before they
reach the bottom of the screen. The game is known for its simple yet addictive gameplay and
has become a cultural icon.

1.1 Background:

"Space Invaders: A Classic Game" is a 2D arcade game developed using Pygame, a popular
framework for building 2D games in Python. The game is inspired by the classic Space
Invaders, where the player controls a laser cannon and is tasked with defeating alien invaders to
earn points. This project aims to provide an engaging and entertaining gaming experience while
learning and applying programming concepts in Python and Pygame.

Space Invaders was developed by Tomohiro Nishikado and released by Taito Corporation in
Japan. It was later licensed for distribution in the United States by Midway Games. The game
was a commercial success and helped to popularize video games as a form of entertainment.

1.2 Objectives:

The primary objectives of this project are:


 To develop a functional and visually appealing 2D game using Pygame
 To implement a player-controlled laser cannon and alien invaders with varying
movement patterns
 To create a scoring system to track player performance
 To enhance the game's difficulty as it progresses

Space Invaders was developed by Tomohiro Nishikado and released by Taito Corporation in
Japan. It was later licensed for distribution in the United States by Midway Games. The game
was a commercial success and helped to popularize video games as a form of entertainment.

1.3 Purpose and Scope:

The purpose of this project is to create a classic 2D arcade game that challenges players to
defeat waves of alien invaders using a laser cannon. The scope of the project includes:
 Designing and implementing the game's interface and graphics
 Developing the player-controlled laser cannon and alien invaders with unique movement
patterns
 Integrating a scoring system to track player performance
 Enhancing the game's difficulty as the player progresses

Roll No. 53 Page No. 6


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

The another purpose of this game is to provide a fun and engaging experience for players of all
ages. The scope of the game includes the development of a 2D arcade-style game that is easy to
play but difficult to master.

1.4 Applicability:

This project can be used as a learning resource for those interested in learning how to develop
2D games using Pygame in Python. It can also serve as a foundation for further projects
involving game development and Pygame integration.

This game is applicable to anyone who enjoys playing video games, especially those who enjoy
classic arcade games.

1.5 Organization of Report:

1.5.1 The report is organized into the following sections:


 Introduction
 Design and Development
 Game Components
 Player Control and Interface
 Alien Invaders and Movement Patterns
 Scoring System
 Difficulty Progression
 Conclusion

This report includes the documentation for the Space Invaders game, including an introduction,
background information, objectives, purpose and scope, and applicability. The report also
includes the source code for the game.

1.5.2 Design and Development:

The game is designed using Pygame, a popular framework for building 2D games in Python.
The development process involves creating the game's interface, graphics, player control, alien
invaders with unique movement patterns, a scoring system, and enhancing the game's difficulty
as the player progresses.

Roll No. 53 Page No. 7


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

1.5.3 Game Components:


The game consists of the following components:
 Player-controlled laser cannon
 Alien invaders with varying movement patterns
 Background graphics and interface
 Scoring system
 Difficulty progression

1.5.4 Player Control and Interface:

The player controls the laser cannon using keyboard inputs, aiming at the descending alien
invaders and shooting them to earn points. The interface includes a game window, score display,
and controls to move the laser cannon.

1.5.5 Alien Invaders and Movement Patterns:

Alien invaders have unique movement patterns, such as descending the screen, changing
direction, and speeding up. These patterns are designed to challenge the player and provide an
engaging gameplay experience.

1.5.6 Scoring System:

The scoring system tracks the player's performance by awarding points for shooting alien
invaders. The player's score increases as they defeat more invaders and progress through the
game.

1.5.7 Difficulty Progression:

The game's difficulty increases as the player progresses, with faster and more dense alien
invaders appearing on the screen. This challenges the player to improve their skills and strategy
to maintain a high score.

By following this structure, you can create a comprehensive project documentation for your
"Space Invaders: A Classic Game" developed with Pygame, covering its background,
objectives, purpose and scope, applicability, and organization of the report.

Roll No. 53 Page No. 8


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

CHAPTER-2: SURVEY OF TECHNOLOGIES

2.1. Software:

The game "Space Invaders: A classic game" is developed using the following software:

Python: The game is built using the Python programming language.

Pygame: Pygame is a set of Python modules designed for writing video games. It includes
computer graphics and sound libraries.

the software used for developing the "Space Invaders: A classic game" with pygame is Python
3.12, and the Pygame 2.23 library is used for game development.

Python is a high-level, interpreted programming language that is widely used for various
applications, including game development. Pygame is a Python library that provides a set of
modules and functions for game development, including graphics, sound, and input handling.

The game can run on any operating system that supports Python and Pygame, including
Windows, macOS, Linux, or other Unix-based systems. The hardware requirements for
running the game are minimal, and a standard computer or mobile device with sufficient
processing power and memory can run the game smoothly.

2.2. Front end Technologies:

The front end of the game utilizes the following technologies:

Pygame: Pygame provides the necessary tools for creating the game's graphical user interface,
including the display, images, and text rendering.

code is written in Python using the Pygame library for the game's front-end development.
Pygame is a popular choice for creating 2D games in Python and provides functionality for
graphics, sound, and user input. The code includes the initialization of the game window,
loading and displaying images for the player, enemies, bullets, and the background. It also
handles user input for controlling the player's spaceship and firing bullets. Additionally, it
manages the movement and collision detection for the player, enemies, and bullets. The code
also includes the rendering of text for the score and game over message.

Roll No. 53 Page No. 9


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

2.3. Back end Technologies:

As a 2D game, "Space Invaders: A classic game" does not have a traditional back end.
However, the game logic and event handling are managed using Python and Pygame.

Pygame is typically used for the front-end development of 2D games, and in this case, it
handles the game's graphics, sound, and user input. As a result, there are no specific back-end
technologies used in this implementation. The code focuses on the game's mechanics, event
handling, and the graphical elements of the game.

2.4. Languages:

The primary language used for developing the "Space Invaders: A classic game" with pygame
is Python 3.x. Python is a high-level, interpreted programming language that is widely used for
various applications, including game development.

Pygame is a Python library used for game development, and version 2.x is used in this
implementation. Pygame provides a set of modules and functions for game development,
including graphics, sound, and input handling.

The game is primarily developed using the Python programming language. Additionally, the
following languages are used:

Python: Used for overall game development, including the game loop, event handling, and
game logic.

The provided information and the attached code have been used to compile the survey of
technologies for the game "Space Invaders: A classic game." If you need further details or
additional information, please feel free to ask.

Roll No. 53 Page No. 10


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

CHAPTER-3: REQUIREMENTS AND ANALYSIS

3.1 Problem Definition:

The game "Space Invaders: A classic game" seeks to provide a 2D arcade-style gaming
experience that recreates the nostalgic feel of the original Space Invaders game. Players control
a spaceship, aiming to shoot down waves of invading aliens while avoiding enemy projectiles
and preventing the aliens from reaching the bottom of the screen. The game's objective is to
challenge the player's agility and precision, offering a simple yet addictive gameplay loop that
encourages repeated playthroughs to achieve higher scores and overcome increasingly difficult
alien waves.

The problem being addressed is to provide an entertaining and engaging gaming experience
that resonates with the classic Space Invaders game, appealing to both fans of the original
game and new players looking for a retro gaming experience. The game's purpose is to evoke
nostalgia and provide an accessible and enjoyable gaming experience, while its scope
encompasses the development of a faithful recreation of the classic Space Invaders game
within a 2D gaming environment.

The game is applicable to a wide audience, including retro gaming enthusiasts, casual gamers,
and anyone looking for a fun and straightforward gaming experience.

The game's requirements include a player-controlled spaceship, enemy aliens, bullets, a scoring
system, and a game over condition. The development plan involves designing and
implementing game mechanics, creating visual assets, integrating sound effects, and testing the
game to ensure smooth and engaging gameplay.

The game requires the Python programming language, the Pygame library, and standard
computer or mobile device hardware to run smoothly.

The conceptual model of the game includes key elements such as the player's spaceship, enemy
aliens, bullets, the scoring system, and the game over condition.

The provided code serves as the foundation for the game's development, implementing
essential game mechanics and visual elements. Further refinement and expansion of the game
can be based on the outlined requirements and conceptual model.

The problem that this game aims to solve is to recreate the classic Space Invaders game using
Python and Pygame, providing a nostalgic experience for players who have played the original
game.

Roll No. 53 Page No. 11


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

3.2 Requirement Specification:

1. Player Control: The game should allow players to control a spaceship, enabling
movement in both horizontal and vertical directions.

2. Enemy Entities: The game should feature enemy aliens that move horizontally and
vertically, posing a threat to the player's spaceship.

3. Shooting Mechanics: Players should be able to fire bullets from their spaceship to
destroy the enemy aliens.

4. Scoring System: The game should include a scoring mechanism to track the player's
performance based on the number of enemy aliens destroyed.

5. Game Over Condition: A game over condition should be triggered when the enemy
aliens reach the bottom of the screen or collide with the player's spaceship.

6. Visual and Audio Elements: The game should incorporate visual assets such as
background images, player and enemy sprites, as well as sound effects and background
music to enhance the gaming experience.

The above requirements should be met to ensure the development of a functional and engaging
2D game that captures the essence of the original Space Invaders experience.

The game requirements include:


 A player-controlled spaceship that can move left and right.
 Enemies that move down the screen and must be shot by the player.
 Bullets fired by the player that can hit and destroy enemies.
 A scoring system that increments the player's score when enemies are destroyed.
 A game over condition when all enemies reach the bottom of the screen.

3.3 Planning and Scheduling:


 The game development plan includes:
 Designing the game mechanics and user interface using Python and Pygame.
 Creating the background image, player, enemy, and bullet sprites.
 Implementing the game loop, event handling, and collision detection.
 Integrating the sound and score display.

The development plan for the "Space Invaders: A classic game" involves the following steps:

1. Game Mechanics Design: Designing the game mechanics, including player and enemy
movement, shooting, and collision detection. This phase will define the core gameplay
elements and interactions.

2. Visual Asset Creation: Creating the game's visual assets, such as the spaceship, enemy,
and background images. This step is crucial for establishing the game's aesthetic and
visual identity.

Roll No. 53 Page No. 12


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

3. Audio Integration: Integrating sound effects and background music to enhance the
gaming experience. Engaging audio elements will contribute to the overall immersion
and enjoyment of the game.

4. Testing and Refinement: Testing the game to ensure smooth and engaging gameplay.
This phase will involve identifying and addressing any bugs, as well as refining the
game based on user feedback.

The scheduling for each phase will depend on the complexity of the game mechanics, the
quantity of visual assets, and the scope of the audio integration. A detailed timeline for each
phase, including milestones and deadlines, will be established to ensure the timely completion
of the project.

3.4 Software and Hardware Requirements:

Software Requirements

Python 3.8 or 3.8+: The game is developed using Python programming language, and
therefore, Python 3.x must be installed on the system.

Pygame 2.2 or 2.2+: Pygame is a Python library used for game development, and version 2.x is
required to run the game.

Hardware Requirements

Operating System: The game can run on any operating system that supports Python and
Pygame, including Windows, macOS, Linux, or other Unix-based systems.

Processor: A standard computer or mobile device with sufficient processing power to run the
game smoothly.

Memory: The system must have enough memory to run the game and other applications
simultaneously.

The game requires the following software and hardware components:

 Python 3.8 or 3.8+

 Pygame 2.2 or 2.2+

An operating system compatible with Python and Pygame (Windows, macOS, Linux, or other
Unix-based systems)

A Python environment with the Pygame library installed.

Roll No. 53 Page No. 13


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

3.5 Conceptual Model:

The game's architecture can be described as follows:

 The game initializes the Pygame environment and sets up the screen, player, enemies,
and bullets.

 The game loop runs continuously, updating the player's position, enemy positions, and
bullet positions based on user input and game mechanics.

 The game checks for collisions between bullets and enemies, updating the score and
game state accordingly.

 The game continues until all enemies reach the bottom of the screen, at which point a
game over message is displayed.

The game code contains the implementation of the "Space Invaders: A classic game" and
includes the game's mechanics, visual assets, and event handling. However, it does not explicitly
define a conceptual model. Therefore, the conceptual model can be inferred as follows:

1. Player: The user controls a spaceship that can move horizontally to avoid enemy fire and
vertically to engage with the enemy aliens.

2. Enemies: Alien entities move horizontally and vertically, posing a threat to the player's
spaceship. The player's objective is to destroy these enemies while avoiding their
projectiles.

3. Bullets: Projectiles fired by the player's spaceship to eliminate the enemies. The game's
mechanics involve shooting and aiming to destroy the enemy aliens.

4. Scoring System: The game tracks and displays the player's performance based on the
number of enemies destroyed. The player's objective is to achieve a higher score by
eliminating as many enemies as possible.

5. Game Over Condition: The game includes a game over condition triggered when the
enemies reach the bottom of the screen or collide with the player's spaceship. This
provides feedback to the player based on their performance.

The conceptual model is based on the game's core elements and interactions as inferred from the
game’s code.

Roll No. 53 Page No. 14


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

CHAPTER-4: CONCEPTUAL DESIGN AND


DIAGRAMS

4.1 Basic Modules:

1. Initialization: The game initializes the Pygame library, sets the screen dimensions, and
loads the background image and sound. It also sets the initial positions and movements
of the player's spaceship and the enemy aliens.

2. Player Control: The player can control the spaceship using the left and right arrow keys
to move horizontally. The spacebar key is used to fire bullets at the enemy aliens.

3. Enemy Behavior: The enemy aliens move horizontally and descend vertically. Once an
enemy reaches the bottom of the screen, the game is over. The enemies respawn at
random positions after being hit or reaching the bottom.

4. Collision Detection: The game checks for collisions between the player's bullets and the
enemy aliens. When a collision occurs, a sound effect is played, the enemy is reset to a
new position, and the player's score is incremented.

5. Scoring and Game Over: The player's score is displayed on the screen, and when an
enemy reaches the bottom of the screen, the game over text is displayed, and the game
loop ends.

6. Game Loop: The game runs within a game loop, which continuously updates the game
state, handles user input, and renders the game's visuals.

These basic modules are essential for the development of a functional and engaging 2D game
that captures the essence of the original Space Invaders experience.

4.2 Data Design:


the data design for the "Space Invaders: A classic game" project can be described as
follows:
1. Player: The player controls a spaceship with the following attributes:
 x-coordinate (playerX)
 y-coordinate (playerY)
 change in x-coordinate (playerX_change)
 change in y-coordinate (playerY_change)
2. Enemy: The enemy aliens have the following attributes:
 x-coordinate (enemyX)
 y-coordinate (enemyY)
 change in x-coordinate (enemyX_change)
 change in y-coordinate (enemyY_change)
3. Bullet: The bullets fired by the player have the following attributes:
 x-coordinate (bulletX)
 y-coordinate (bulletY)
 state (bullet_state)

Roll No. 53 Page No. 15


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

4. Score: The player's score is displayed on the screen and is updated when an enemy is hit.
5. Game Over: The game over condition is triggered when an enemy reaches the bottom of
the screen.
These data structures are essential for the development of a functional and engaging 2D
game that captures the essence of the original Space Invaders experience.

4.3 Schema Design:


the schema design for the "Space Invaders: A classic game" project can be described as
follows:
1. Player:
 x-coordinate (playerX)
 y-coordinate (playerY)
 change in x-coordinate (playerX_change)
 change in y-coordinate (playerY_change)
2. Enemy:
 x-coordinate (enemyX)
 y-coordinate (enemyY)
 change in x-coordinate (enemyX_change)
 change in y-coordinate (enemyY_change)
3. Bullet:
 x-coordinate (bulletX)
 y-coordinate (bulletY)
 state (bullet_state)
4. Score: The player's score is displayed on the screen and is updated when an enemy is
hit.
5. Game Over: The game over condition is triggered when an enemy reaches the
bottom of the screen.
These schema designs are essential for the development of a functional and engaging 2D
game that captures the essence of the original Space Invaders experience.

4.4 Algorithm Design:


1. Player Movement Algorithm:
 Objective: Allow the player to move the spaceship left and right.
 Algorithm:
 Listen for keyboard input to detect left and right arrow keys.
 Update the player's x-coordinate based on the input.
 Ensure the player stays within the game window boundaries.

2. Enemy Movement Algorithm:


 Objective: Implement the movement of enemy spaceships.
 Algorithm:
 Initialize random starting positions for enemy spaceships.
 Update the x-coordinate of each enemy to create movement.
 Detect collision with screen boundaries and change direction if needed.

Roll No. 53 Page No. 16


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

3. Bullet Shooting Algorithm:


 Objective: Allow the player to shoot bullets.
 Algorithm:
 Listen for the spacebar key to detect shooting input.
 If a bullet is not already on the screen, spawn a bullet at the player's position.
 Move the bullet upwards until it either hits an enemy or reaches the top of the screen.
 If the bullet hits an enemy, trigger the corresponding actions (e.g., score update, enemy
destruction).

4. Collision Detection Algorithm:


 Objective: Identify collisions between game entities (bullets, player, enemies).
 Algorithm:
 For each frame, check if the player's spaceship collides with any enemy spaceship.
 Check if a bullet collides with an enemy spaceship.
 Update scores and trigger actions accordingly.

5. Power-up Generation Algorithm:


 Objective: Introduce random power-ups to enhance gameplay.
 Algorithm:
 At regular intervals, generate a power-up with a random type (speed boost, shield,
double score).
 Allow the power-up to move downward.
 Check for collisions between the player and the power-up.
 Apply the corresponding power-up effect when a collision occurs.

6. Game Over Algorithm:


 Objective: End the game when specific conditions are met.
 Algorithm:
 Check if any enemy spaceship reaches the bottom of the screen (player loses).
 Check if the player's spaceship collides with an enemy spaceship (player loses).
 Allow the player to quit the game or restart after the game over screen.

These algorithmic outlines provide a high-level understanding of the logic behind key
functionalities in a 2D space invaders game. Depending on your specific implementation and
programming language, you'll need to translate these high-level algorithms into actual code.

Roll No. 53 Page No. 17


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

4.5 UI Design:

Press any key to start:

Powerups, Player, Score and Enemy:

Roll No. 53 Page No. 18


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

Gameplay:

Game Over:

Roll No. 53 Page No. 19


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

4.5 Security Considerations:


 Input Validation:
Ensure that user inputs, especially from keyboard controls, are validated to prevent
malicious input.

 Code Injection:
Guard against code injection attacks by validating and sanitizing any user input used in
dynamic code execution.

 Asset Security:
Protect game assets, including images, sounds, and other media, to prevent unauthorized
access or tampering.

 Network Security (if applicable):


If the game involves any online components (e.g., multiplayer features), implement
secure communication protocols to protect user data.

 User Authentication and Authorization (if applicable):


If the game has user accounts or profiles, ensure secure authentication and proper
authorization mechanisms.

 Secure Dependencies:
Regularly update and monitor third-party dependencies for security vulnerabilities.

 Code Review:
Conduct code reviews to identify and fix potential security vulnerabilities in the
codebase.

4.6 Test Case Design:


4.6.1 Test Cases:
1. Unit Testing:
 Test individual functions, methods, or classes to ensure they work as expected.
 Example: Test the movement functions for the player's ship and enemies.

2. Integration Testing:
 Verify that different components of the game work together seamlessly.
 Example: Test the interaction between player input, enemy movement, and collision
detection.

3. Functional Testing:
 Ensure that each feature of the game functions according to the specified requirements.
 Example: Test scoring mechanisms, power-up effects, and game over conditions.

4. Performance Testing:
 Assess the game's performance under various conditions, including a large number of
enemies or power-ups.
 Example: Test frame rates, loading times, and resource usage.

5. Security Testing:
 Conduct security testing to identify and mitigate potential vulnerabilities.
 Example: Test input validation, asset protection mechanisms, and network security
features.
Roll No. 53 Page No. 20
T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

6. Usability Testing:
 Evaluate the game's user interface and overall usability.
 Example: Test the responsiveness of controls, clarity of instructions, and player
feedback.

7. Edge Case Testing:


 Explore scenarios that might occur at the extremes of expected behavior.
 Example: Test the game's behavior when the player achieves an unusually high score.

8. Stress Testing:
 Assess how the game handles stress or load conditions.
 Example: Test how the game performs when there are a large number of simultaneous
actions or entities on the screen.

9. Regression Testing:
 Ensure that new updates or changes do not introduce new issues.
 Example: After fixing a bug, verify that the previously tested features still work
correctly.

10. Compatibility Testing:


 Test the game on different platforms and devices to ensure compatibility.
 Example: Test the game on various operating systems and screen resolutions.

4.6.2 Test Case Table:

Roll No. 53 Page No. 21


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

Diagrams:

1. Use Case Diagram:

1.1 Actors:
 Player: The primary actor interacting with the game.

1.2 Use Cases:


 Play Game: Initiates the process of playing the game.
 Move Left/Right: Allows the player to move the spaceship left or right.
 Shoot Bullet: Enables the player to shoot bullets to attack enemies.
 Collision Handling: Handles collisions between bullets and enemies, as well as between
the player and power-ups.
 Collect Power-Up: Represents the action of the player collecting a power-up.
 View High Score: Displays the high score achieved by the player.
 End Game: Terminates the game.

1.3 Associations:
 Connect actors (Player) with relevant use cases using lines.
 Example: Connect "Player" to "Play Game," "Move Left/Right," "Shoot Bullet,"
"Collect Power-Up," "End Game," etc.

1.4 System Boundary:


 Draw a box around the use cases to represent the system boundary.

1.5 Include Relationships:


 Use "include" relationships to show that certain use cases (e.g., "Collision Handling")
include other use cases (e.g., "Game Over" when collision occurs).

1.6 Extend Relationships:


 Use "extend" relationships for optional or extended functionalities (e.g., extending the
"Play Game" use case to include power-ups).

1.7 Use Case Diagram:

Roll No. 53 Page No. 22


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

2. Class Diagram: A class diagram for a game like 2D Space Invaders could include the
following elements:

2.1 Player Class:


 Attributes: playerX, playerY, playerX_change, playerY_change
 Methods: moveLeft(), moveRight(), fire(), isCollision()

2.2 Enemy Class:


 Attributes: enemyX, enemyY, enemyX_change, enemyY_change
 Methods: move(), isCollision()

2.3 Bullet Class:


 Attributes: bulletX, bulletY, bulletX_change, bulletY_change, bullet_state
 Methods: fire(), isCollision()

2.4 PowerUp Class:


 Attributes: powerup_type, speed, image, rect
 Methods: update(), applyEffect(), isCollision()

2.5 Game Class:


 Attributes: screen, width, height, background_image, player, enemies, bullets,
power_ups, etc.
 Methods: start(), update(), render(), handleEvents()

2.6 Score Class:


 Attributes: score_value, font, textX, textY
 Methods: showScore()

2.7 Sound Class:


 Attributes: mixer, music, sound_effects
 Methods: loadMusic(), playSound()

2.8 Others:
 Additional classes for handling input, managing game state transitions, handling
collisions, etc.

Roll No. 53 Page No. 23


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

2.9 Class Diagram:

Roll No. 53 Page No. 24


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

3. Entity Relationship Diagram(ERD):

An Entity-Relationship (ER) diagram for a game like 2D Space Invaders typically focuses on
the key entities and their relationships within the game. Here's a simplified example:

3.1 Entities:
3.1.1 Player:
 Attributes: PlayerID (Primary Key), Name, Score
 Relationships: Shoots (1:M with Bullet), Receives (1:M with PowerUp)

3.1.2 Bullet:
 Attributes: BulletID (Primary Key), PositionX, PositionY, State (Ready/Fire)
 Relationships: FiredBy (M:1 with Player)

3.1.3 Enemy:
 Attributes: EnemyID (Primary Key), PositionX, PositionY
 Relationships: None (for simplicity, can be expanded based on specific game features)

3.1.4 PowerUp:
 Attributes: PowerUpID (Primary Key), PositionX, PositionY, Type, Active
 Relationships: OwnedBy (M:1 with Player)

Entities in an ER diagram are represented by rectangles, and relationships are represented by


diamond shapes.

3.2 ER Diagram:

Roll No. 53 Page No. 25


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

4. Flowchart Diagram: Creating a flowchart for a game like 2D Space Invaders involves
illustrating the flow of actions and decisions within the game. Below is a textual
description of a possible flowchart for the game:
4.1 Start:
 Begin the game.

4.2 Initialize:
 Load game assets (images, sounds).
 Set initial game parameters (player position, enemy positions, etc.).

4.3 Game Loop:


 Enter the main game loop for continuous execution.

4.4 Player Input:


 Receive input from the player (keyboard controls).
 Update player position based on input.

4.5 Update Enemies:


 Move enemy positions.
 Check for collisions with player and update score.
 Check for collisions with bullets and update score.

4.6 Spawn Power-ups:


 Randomly spawn power-ups.
 Check for collisions with the player to apply effects.

4.7 Shoot Bullets:


 Check for player input to shoot bullets.
 Move bullets upward.
 Check for collisions with enemies and update score.

4.8 Check Game Over:


 Check if any enemies reach the bottom.
 If true, display "Game Over" and end the game.

4.9 Display Score:


 Continuously display the player's score.

4.10 End Game:


 Exit the game loop.
 Display the final score.

4.11 Restart:
 Allow the player to restart the game.

4.12 End:
 End the flowchart.
This is a basic flowchart, and you can customize it based on the specific features and
mechanics of your game. Each step in the flowchart represents a different function or section
of your game code. Use standard flowchart symbols to represent different actions, decisions,
and processes within the flowchart.

Roll No. 53 Page No. 26


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

4.13 Flowchart Diagram:

Roll No. 53 Page No. 27


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

5. Activity Diagram:
5.1 Activity Diagram for "Space Invaders" Game:
5.1.1 Start:
 The diagram starts with an initial node indicating the beginning of the game.

5.1.2 Initialize Game:


 Activities to initialize the game, including loading assets, setting up the game window,
and initializing variables.

5.1.3 Show Start Screen:


 Display the start screen with a message like "Press any key to start."
Wait for user input to begin the game.

5.1.4 Game Loop:


i) Enter the main game loop where actions are repeated until the game ends.
ii) Activities within the game loop include:
 Player input processing (keyboard controls).
 Player movement and boundary checks.
 Enemy movement and boundary checks.
 Bullet movement and collision detection.
 Power-up generation and collision detection.
 Updating and rendering the game elements.

5.1.5 Check Game Over:


 Check conditions for game over, such as when an enemy reaches the player's position.
 If the game is over, transition to the "Game Over" state.

5.1.6 Game Over:


 Display the "Game Over" screen with the player's score.
 Allow the player to restart the game.

5.1.7 End:
 End the game.

5.2 Key Elements in the Diagram:


5.2.1 Decisions:
 Decision points based on events like keyboard input or collision detection.
 For example, decisions for player movement, firing bullets, and game over conditions.

5.2.2 Parallel Activities:


 Represent simultaneous activities, such as updating player and enemy positions
concurrently.

5.2.3 Iteration:
 Represented by loops, indicating the repetition of actions within the game loop.

5.2.4 Power-Up Spawn:


 Show the generation of power-ups at regular intervals.

5.2.5 Score Update:


 Activities related to updating and displaying the player's score.
Roll No. 53 Page No. 28
T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

5.2.6 User Input:


 Activities related to processing user input for controlling the player's ship.

Notes:

 The diagram provides a sequential flow of activities but also shows concurrent activities
happening in parallel during the game loop.
 It emphasizes the interaction between the player, enemies, bullets, and power-ups.
 It can be complemented by other diagrams, such as a Sequence Diagram, to provide
more detailed insights into specific interactions.

5.3 Activity Diagram:

Roll No. 53 Page No. 29


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

6. Requirement Diagram:
A Requirements Diagram, often associated with the Unified Modeling Language (UML),
provides a visual representation of the functional and non-functional requirements of a system.
For the "Space Invaders" game project, let's create a simplified Requirements Diagram:

6.1 Functional Requirements:


6.1.1 Player Control:
 The game must respond to keyboard input for player movement (left and right).
 The player should be able to fire bullets using the spacebar.

6.1.2 Enemy Behavior:


 Enemies should move horizontally within the game window.
 Enemies should move downward when reaching the screen edges.

6.1.3 Collision Detection:


 The game must detect collisions between bullets and enemies.
 The game must detect collisions between enemies and the player's ship.

6.1.4 Scoring:
 The game must keep track of the player's score.
 Scoring should be based on the number of enemies destroyed.

6.1.5 Power-Ups:
 Power-ups should appear at regular intervals.
 The player should be able to collect power-ups, providing various effects.

6.1.6 Game Over:


 The game must check for conditions leading to game over.
 A game over screen should be displayed, showing the player's final score.

6.1.7 User Interface:


 The game must have a start screen with instructions.
 The game must display the player's score during gameplay.

6.1.8 Audio:
 Sound effects should play for actions like firing bullets, enemy destruction, and game
over.

6.2 Non-Functional Requirements:


6.2.1 Performance:
 The game should run at a consistent frame rate for a smooth user experience.
 Loading times for assets should be minimized.

Roll No. 53 Page No. 30


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

6.2.2 Compatibility:

 The game should be compatible with common operating systems (Windows, macOS,
Linux).
 The game should be compatible with a variety of screen resolutions.

6.2.3 Scalability:
 The codebase should be modular and scalable for potential future enhancements.
 The game should handle an increasing number of enemies and power-ups without
significant performance degradation.

6.2.4 Usability:
 Controls should be intuitive and responsive.
 The game should provide feedback to the player through visual and audio cues.

6.2.5 Reliability:
 The game should handle edge cases, preventing crashes or unexpected behavior.
 The codebase should be robust against potential bugs.

6.3 Dependencies:
6.3.1 External Libraries:
 Specify any external libraries or frameworks used (e.g., Pygame).
 Mention the required versions for dependencies.

6.3.2 Assets:
 Identify dependencies on images, sounds, and other media assets.

6.4 Constraints:
6.4.1 Hardware Requirements:
 Specify the minimum hardware specifications for running the game.

6.4.2 Software Requirements:


 Specify the required software environment (Python version, Pygame library).

6.4.3 Legal and Licensing:


 Adhere to legal constraints regarding the usage of third-party assets.
 Specify the game's licensing terms.

Roll No. 53 Page No. 31


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

6.5 Requirement Diagram:

Notes:

 The Requirements Diagram provides a high-level overview of the functional and non-
functional aspects of the "Space Invaders" game.
 Each requirement can be expanded into more detailed specifications in the project
documentation.
 The diagram helps stakeholders understand what the game is expected to do and what
quality attributes are important for its success.

Roll No. 53 Page No. 32


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

CHAPTER-5: IMPLEMENTATION AND TESTING

5.1 Implementation Approaches:

The implementation approach, in the context of project management and software


development, refers to the method or strategy used to put a plan or solution into action. It
outlines the step-by-step process and activities required to execute a project, achieve
objectives, or deploy a system. The implementation approach is a crucial aspect of project
planning, as it ensures that the project's goals are effectively and efficiently realized.

Top-Down Approach:
The top-down approach is a problem-solving or project development method that
begins with a high-level view of the overall system or project, where the primary objectives
and goals are defined first. It then involves breaking down the project into smaller, more
manageable sub-tasks or components through a process of hierarchical decomposition. This
approach emphasizes starting with the big picture and progressively refining the details.

Bottom-Up Approach:
The bottom-up approach is a problem-solving or project development method that starts
with individual components, elements, or parts of a system. It focuses on developing and
integrating these smaller components independently, without initially needing a comprehensive
understanding of the entire system. The bottom-up approach allows for parallel development of
components and the subsequent assembly to form the complete system.

In this application we used Top-Down Approach.

5.2 Coding Details:


 Initialization Module:
This module handles the initialization of the game, including setting up the screen,
loading assets, and initializing Pygame.
Code:
# Initialization Module
import pygame
from pygame import mixer
import random
import sys
import math

pygame.init()

# Screen dimensions
width, height = 800, 600
screen = pygame.display.set_mode((width, height))

# Title & Icon


Roll No. 53 Page No. 33
T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

pygame.display.set_caption("2D Space Invaders: A nostalgia game")


icon = pygame.image.load('icon.jpg')
pygame.display.set_icon(icon)

# Load the background image


background_image = pygame.image.load("background.png")
background_rect = background_image.get_rect()

# Background Sound
mixer.music.load('bg.mp3')
mixer.music.play(-1)

# Initial position of the background


background_y = 0

clock = pygame.time.Clock()
fps = 60

 Player Module:
This module is responsible for player-related functionalities, including player movement,
shooting, and collision detection.
Code:
# Player Module
playerImg = pygame.image.load('f.png')
playerX = 370
playerY = 480
playerX_change = 0
playerY_change = 0

def player(x, y):


screen.blit(playerImg, (x, y))
# ... (Player input and movement logic)

 Enemy Module:
Handles the creation, movement, and collision detection of enemies.
Code:
# Enemy Module
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6

for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('enm.png'))
enemyX.append(random.randint(0, 710))
enemyY.append(random.randint(40, 150))
enemyX_change.append(2)
enemyY_change.append(40)

Roll No. 53 Page No. 34


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

def enemy(x, y, i):


screen.blit(enemyImg[i], (x, y))
# ... (Enemy movement and collision logic)

 Bullet Module:
Handles bullet-related functionalities, including firing and collision detection.
Code:
# Bullet Module
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 6
bullet_state = "ready"

def fire(x, y):


global bullet_state
bullet_state = "fire"
screen.blit(bulletImg, (x + 5, y + 1))

def isCollision(enemyX, enemyY, bulletX, bulletY):


distance = math.sqrt((math.pow(enemyX - bulletX, 2)) + (math.pow(enemyY - bulletY, 2)))
if distance < 28:
return True
else:
return False
# ... (Bullet movement and collision logic)

 Power-up Module:
Handles the power-up-related functionalities.
Code:
# Power-up Module
class PowerUp(pygame.sprite.Sprite):
POWERUP_IMAGES = {
"speed_boost": pygame.image.load('star_yellow.png'),
"shield": pygame.image.load('shield.png'),
"double_score": pygame.image.load('star_yellow.png')
}

def __init__(self, x, y, powerup_type):


super().__init__()
self.image = self.POWERUP_IMAGES.get(powerup_type, pygame.Surface((20, 20),
pygame.SRCALPHA))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = 1
self.powerup_type = powerup_type

def update(self):
self.rect.y += self.speed
Roll No. 53 Page No. 35
T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

# ... (Power-up spawning and collision logic)

 Score and Text Module:


Handles scoring and game over text rendering.
Code:
# Score and Text Module
score_value = 0
font = pygame.font.Font('Pixel Destroyed.ttf', 32)
textX = 10
textY = 10

over_font = pygame.font.Font('HFHourglass.ttf', 50)

def show_score(x, y):


score = font.render("Score : " + str(score_value), True, (255, 255, 255))
screen.blit(score, (x, y))

def game_over_text():
over_text = over_font.render(f'''GAME OVER''', True, (255, 255, 255))
screen.blit(over_text, (250, 250))

 Main Game Loop Module:


This module contains the main game loop and integrates all the above modules.
Code:
# Main Game Loop Module
running = True
game_started = False

while running:
# ... (Event handling and initialization logic)

if not game_started:
# ... (Display start message logic)
elif game_started:
# ... (Player, enemy, bullet, power-up, and scoring logic)

pygame.display.flip()
clock.tick(60)
pygame.quit()
sys.exit()

By organizing code into modular components, thus the project documentation can now discuss
each module's purpose, functionality, and how they contribute to the overall game. This
approach enhances readability, maintainability, and ease of documentation.

Roll No. 53 Page No. 36


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

5.3 Code Efficiency:

1. Initialization Module:
 Efficiency Considerations:
By using constants, you ensure that screen dimensions and frame rate control are easily
adjustable and consistent. Preloading images and sounds prevents delays during gameplay, and
utilizing Pygame's clock ensures a controlled frame rate, contributing to smoother gameplay.

2. Player Module:
2.1 Efficiency Considerations:
 Using constants for player speed.
 Limiting global variables.
2.2 Explanation:
 The use of constants makes it easy to tweak player speed, and minimizing global
variables contributes to better code organization. Controlling the player's movement
using constants helps maintain a consistent and manageable player speed.

3. Enemy Module:
 Efficiency Considerations:
Utilizing sprite batching for rendering multiple enemies.
 Explanation:
Using sprite batching with a sprite group optimizes rendering performance when
dealing with multiple enemies on the screen. It helps organize and efficiently draw all sprites in
one go.

4. Bullet Module:
4.1 Efficiency Considerations:
 Utilizing constants for bullet speed.
 Efficient bullet state management.
4.2 Explanation:
By using constants for bullet speed, you maintain consistent bullet movement. Efficient
bullet state management ensures that bullets are created and moved only when necessary,
reducing unnecessary computations.

5. Power-up Module:
 Efficiency Considerations:
Limiting the maximum number of power-ups on the screen.
 Explanation:
By limiting the number of power-ups on the screen, you prevent overwhelming the
player and avoid unnecessary resource usage. This approach contributes to a balanced and
controlled game environment.

6. Score and Text Module:


6.1 Efficiency Considerations:
 Minimal use of global variables.
 Efficient rendering of score and game over text.
6.2 Explanation:
Minimizing global variables promotes code organization, and efficient rendering
ensures that score and game over text are displayed without unnecessary overhead.
7. Main Game Loop Module:
7.1 Efficiency Considerations:
 Efficient event handling.
Roll No. 53 Page No. 37
T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

 Proper use of delta time for smoother animations.


 Object pooling for frequently created and destroyed objects.
7.2 Explanation:
Efficient event handling ensures responsive gameplay, and using delta time
contributes to smooth animations across different frame rates. Object pooling for bullets
helps optimize memory usage by reusing existing objects rather than creating and
destroying them frequently.

Overall Assessment:
The Space Invaders game code demonstrates good efficiency practices by using constants, sprite
batching, limiting global variables, and implementing efficient state management. The use of
Pygame's clock, preloading resources, and thoughtful event handling contribute to a well-
performing and responsive game.

5.4 Testing Approach:


5.4.1 Unit Testing:
Unit testing is a fundamental practice in software development that involves testing individual
components or units of code in isolation to ensure they work as expected. A unit test focuses
on a small, well-defined piece of code, such as a function or method, and verifies its behaviour
against expected outcomes. Unit tests help identify and fix bugs, improve code quality, and
provide a safety net for future code changes. In our application we checked all the modules
individually and all modules are working as expected.
1. Objective: Verify the correctness of individual components (functions, classes, and
methods).
2. Test Cases:
 Test player movement functions.
 Test enemy behavior functions.
 Test bullet firing and collision functions.
 Test power-up spawning and effects functions.
 Test scoring and game over functions.

5.4.2 Integration Testing:


Integration testing is a software testing technique that focuses on verifying the interactions and
compatibility between different components, modules, or services of a software system. Its
primary goal is to ensure that these integrated parts work together as intended when they are
combined. Integration testing helps uncover issues related to data flow, communication
between components, and the correctness of the system as a whole. In our application we
integrated some parts and all are working as expected.
1. Objective: Verify the interaction and integration of different modules.
2. Test Cases:
 Test the interaction between player and enemy modules.
 Test the integration of bullet and enemy collision detection.
 Test the integration of power-up effects with player actions.

5.4.3 Functional Testing:


1. Objective: Validate that the game functions as intended.
2. Test Cases:
 Test player movement in all directions.
Roll No. 53 Page No. 38
T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

 Test firing bullets and hitting enemies.


 Test power-up collection and effects.
 Test scoring and game over conditions.

5.4.4 Performance Testing:


1. Objective: Evaluate the game's performance under various conditions.
2. Test Cases:
 Test the game's frame rate under normal gameplay.
 Assess performance with a large number of enemies.
 Check resource usage under different screen resolutions.

5.4.5 User Interface (UI) Testing:


1. Objective: Validate the user interface for clarity and functionality.
2. Test Cases:
 Test the visibility and clarity of on-screen messages.
 Validate the responsiveness of buttons and controls.
 Test UI elements under different screen resolutions.

5.4.6 Compatibility Testing:


1. Objective: Ensure the game works on different platforms and browsers.
2. Test Cases:
 Test the game on Windows, macOS, and Linux.
 Validate compatibility with popular web browsers (if applicable).

5.4.7 Security Testing:


1. Objective: Identify and mitigate potential security vulnerabilities.
2. Test Cases:
 Validate that user inputs are properly validated.
 Check for potential exploits or cheats.

5.4.8 Usability Testing:


1. Objective: Evaluate the game's user experience and intuitiveness.
2. Test Cases:
 Assess the clarity of on-screen instructions.
 Evaluate the intuitiveness of controls.
 Test the overall enjoyability of the game.

5.4.9 User Acceptance Testing (UAT):


1. Objective: Involve end-users or stakeholders in testing to gather feedback.
2. Test Cases:
 Gather feedback on the overall gameplay experience.
 Address any user-reported issues or suggestions.

5.4.10 Regression Testing:


1. Objective: Ensure that new updates or features do not break existing functionalities.
2. Test Cases:
 Re-run previously passed test cases after updates.
 Verify that existing functionalities remain intact.

Roll No. 53 Page No. 39


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

CHAPTER-6: RESULTS AND


DESCUSSION

6.1 Test Reports:


Project Name: Space Invaders: A classic game
Test Date: 28/11/2023 Version: 1.0
Tester: Mr. Saurabh Bajirao Powar,
Mr. Amit Bablu Rai
Executed: Passed 100
Failed 0
(Total) Test Executed 100
(Passed + Failed)
Pending: 0
In Progress: 0
Blocked: 0
Test Planned: 100

Roll No. 53 Page No. 40


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

CHAPTER-7: FINAL REPORT

7.1 Conclusion:
In conclusion, the documentation for the "Space Invaders" game project serves as a
comprehensive guide for understanding, deploying, and maintaining the game. The
collaborative efforts of the development team have resulted in a well-documented and
enjoyable gaming experience.

 Key Achievements:
1. System Architecture: A detailed overview of the game's architecture, including class
diagrams and sequence diagrams, provides valuable insights into the underlying
structure.
2. Requirements: Clear identification of functional and non-functional requirements
ensures that the development team and stakeholders share a common understanding of
project goals.
3. User Interface Design: The user interface design section outlines intuitive and visually
appealing elements that contribute to a seamless gaming experience.
4. Security Considerations: Robust security measures, such as input validation, asset
protection, and network security considerations, safeguard the game against potential
threats.
5. Testing: A comprehensive set of test cases, along with their execution and results,
ensures the reliability and stability of the game.
6. Deployment: System requirements, installation instructions, and compatibility
considerations pave the way for a smooth deployment process across various
platforms.
7. Post-Development Activities: User documentation, release notes, and guidance on
known issues and troubleshooting collectively contribute to user satisfaction and
support.
8. Maintenance: A well-defined maintenance plan outlines ongoing support, versioning,
and bug tracking processes, facilitating continuous improvement.

 Acknowledgments
The successful completion of the "Space Invaders" game project is a testament to
the dedication and collaboration of the development team. We extend our gratitude to
everyone involved, from concept to deployment.

 Looking Ahead
As we move forward, this documentation will serve as a valuable resource for future
enhancements, updates, and community contributions. We anticipate the "Space
Invaders" game to be an enduring source of joy for players of all ages.

Thank you for your commitment and passion throughout the development process. We look
forward to the continued success and growth of the "Space Invaders" gaming community.

Roll No. 53 Page No. 41


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

7.2 Limitations Of System:

1. Performance Limitations
 Hardware Dependency:
The game's performance may vary based on the user's hardware capabilities. Systems with
lower specifications might experience lower frame rates and longer loading times.
 Scalability:
The game has been optimized for a moderate number of enemies and bullets on the screen.
Extreme scenarios with a large number of entities may lead to performance degradation.

2. Game Mechanics
 Limited Power-Up Variety:
While power-ups such as speed boosts, shields, and double scores are implemented, the
variety is limited. Future updates may explore additional power-up types to enhance gameplay
diversity.
 Enemy Behavior Complexity:
The current implementation of enemy behavior is relatively simple, with enemies moving
horizontally and descending. More complex enemy behaviors could add depth to the gaming
experience.

3. Security Considerations
 Basic Security Measures:
While the system includes basic security measures such as input validation and asset
protection, advanced security features like encryption and more sophisticated authentication
mechanisms could be explored.

4. Deployment Considerations
 Platform-Specific Optimizations:
The deployment process is designed to be platform-independent, but platform-specific
optimizations could be implemented for a more tailored experience on different operating
systems.

5. Miscellaneous
 Sound and Visuals:
The game's sound and visual assets are limited to a set of predefined resources. Future
enhancements could involve expanding the library of sounds and visuals for a richer gaming
experience.

6. Community Feedback
 User Feedback Loop:
The system's limitations may evolve based on community feedback. Establishing a
clear channel for user feedback will be crucial in identifying and addressing limitations as the
community grows.

Roll No. 53 Page No. 42


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

7.3 Future Scope of the Project:


The "Space Invaders" game project lays a strong foundation for further development and
enhancement. As we look to the future, there are several exciting possibilities to explore for
elevating the gaming experience and expanding the project's reach.
1. Game Features and Mechanics
a. Advanced Enemy Behaviors:
Implement more sophisticated enemy behaviors, such as pattern-based
movements, formations, and cooperative enemy strategies, to add complexity and
challenge.

b) Multiple Game Modes:


Introduce different game modes, such as time-based challenges, endless waves,
or multiplayer modes, to cater to a diverse audience and enhance replayability.

c) Enhanced Power-Ups:
Expand the variety of power-ups, introducing unique abilities and combinations
that allow players to strategize and customize their gameplay experience.

d) Interactive Environments:
Integrate interactive elements within the game environment, providing players
with dynamic challenges and opportunities for strategic decision-making.

2) Visual and Audio Enhancements


a) Graphics Overhaul:
Explore high-definition graphics, animations, and visual effects to create a more
immersive and visually appealing gaming experience.

b) Dynamic Soundscapes:
Enhance the audio experience with dynamic soundscapes, adaptive music, and
immersive sound effects to elevate the overall atmosphere of the game.

3) Accessibility and Inclusivity


a) Accessibility Features:
Implement accessibility features such as customizable controls, subtitles, and
color-blind modes to make the game accessible to a broader audience.
b) Localization:
Expand language support and localization to make the game accessible and
enjoyable for players worldwide.
4) Community and Engagement
a) Community Features:
Integrate community features, including leaderboards, achievements, and social
sharing options, to foster a sense of competition and community engagement.

b) User-Generated Content:
Explore the possibility of allowing users to create and share custom levels,
enemies, and challenges, promoting user-generated content and creativity.

Roll No. 53 Page No. 43


T.Y.B.Sc. CS Project Topic: Space Invaders: A classic game

5) Technological Advancements
a) Virtual Reality (VR) Integration:
Investigate the integration of virtual reality technology to provide an immersive
and unique gaming experience for VR enthusiasts.

b) Cross-Platform Compatibility:
Enhance cross-platform compatibility to allow seamless gameplay and
progression across various devices and platforms.
6) Continuous Improvement
a) Iterative Updates:
Plan for regular updates and patches to address user feedback, introduce new
content, and ensure the game remains relevant and engaging.
b) Collaboration with the Community:
Foster a collaborative relationship with the gaming community, actively seeking
and incorporating user feedback into future iterations of the game.

7.4 References:
To create this game, the developer may have referred to various resources such as books,
articles, blogs, or websites related to game development, Python programming, and
Pygame library. Some of the possible references that could have been used are:

 "Python Game Programming By Example" by Alejandro Rodas de Paz and Joseph


Howse
 "Beginning Game Development with Python and Pygame" by Will McGugan
 "Making Games with Python & Pygame" by Al Sweigart
 "Pygame Documentation" available at https://www.pygame.org/docs/
 "Python Documentation" available at https://docs.python.org/3/
 "Tech With Tim" titled "Python Game Development Tutorial - Space Invaders" available
at https://youtu.be/Q-__8Xw9KTM?si=ayw0leN9cReLthc4
 "How to Build a Space Invaders Game with Python and Pygame" by
"freeCodeCamp.org" available at https://youtu.be/FfWpgLFMI7w?si=gGWHsYvX-
yOvcObG

These resources provide a comprehensive guide to game development using Python and
Pygame, covering various topics such as game design, programming concepts, graphics, audio,
user interface, and more.

Roll No. 53 Page No. 44

You might also like