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Picture Resolver Abstract: Picture resolver is a 2D game which is intended to children to increase memory  power. It is a type of sequential move puzzle which teased the minds of children and adults al ike for more than 100 year s. A sl iding puzzl e, sl iding bl ock puzzl e, or sl iding ti le  puzzle challenges a player to slide usually flat pieces along certain routes to establish a certain end-configuration. This paper proposes an application view of picture resolver game, so that anyone can play easily .This game is about to rearrange the fragments of the picture in a correct way which are present in scrambled way. The screenshots of this application is shown in following sections and shows how easy to play the game. I. INTRODUCTION The fifteen-puzzle is the ol de st type of sl iding bl oc k puzzle. Sam Loy d is of ten wrongl y cre dit ed wit h making slidi ng puz zles popular bas ed on his false cla im tha t he inven ted the fifteen puzzl e. The 15 Puzzle, invented by Noyes Chapman, created a puzzle craze in 1880. Unlike other tour puzzles, a sliding block puzzle prohibits lifting any piece off the board. This property separates sliding puzzles from rearrangement puzzles. Hence finding moves, and the paths opened up by each move, within the two-dimensional confines of the  board, are important parts of solving sliding block puzzles. A sliding puzzle, sliding block  puzzle, or sliding tile puzzle challenges a player to slide usually flat pieces along certain routes (usually on a board) to establish a certain end-configuration. Sli din g puz zles are essentiall y two-dimensio nal in nat ure , even if the slidin g is faci lit ated by mec han ical ly int erli nke d pie ces (li ke par tia lly enc age d mar ble s) or thr ee- dimensional tokens. As this example shows, some sliding puzzles are mechan ical puzzle s.  Picture resolver is similar game to sliding puzzle, the mechanical fixtures are usually not essential to these puzzles; the parts could as well be tokens on a flat board which are moved according to certain rules. It is a descendant of the jigsaw puzzle in that its point is to form a  picture on-screen. The last square of the puzzle is then displayed automatically once the other  pieces have been lined up. This paper is or ga ni zed as foll ows: System An al ysis , Sy st em require me nt s, imp lement atio n enviro nme nt are desc ribed in sec tion2, In sec tio n 3 pla yer rules and

Picture Resolver Documentation

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Picture Resolver

Abstract:

Picture resolver is a 2D game which is intended to children to increase memory power. It is a type of sequential move puzzle which teased the minds of children and adults

alike for more than 100 years. A sliding puzzle, sliding block puzzle, or sliding tile

puzzle challenges a player to slide usually flat pieces along certain routes to establish a

certain end-configuration. This paper proposes an application view of picture resolver game,

so that anyone can play easily .This game is about to rearrange the fragments of the picture in

a correct way which are present in scrambled way. The screenshots of this application is

shown in following sections and shows how easy to play the game.

I. INTRODUCTION

The fifteen-puzzle is the oldest type of sliding block puzzle. Sam Loyd is often

wrongly credited with making sliding puzzles popular based on his false claim that he

invented the fifteen puzzle . The 15 Puzzle, invented by Noyes Chapman, created a puzzle

craze in 1880. Unlike other tour puzzles , a sliding block puzzle prohibits lifting any piece off

the board. This property separates sliding puzzles from rearrangement puzzles . Hence finding

moves, and the paths opened up by each move, within the two-dimensional confines of the

board, are important parts of solving sliding block puzzles. A sliding puzzle, sliding block

puzzle, or sliding tile puzzle challenges a player to slide usually flat pieces along certain

routes (usually on a board) to establish a certain end-configuration.

Sliding puzzles are essentially two-dimensional in nature, even if the sliding is

facilitated by mechanically interlinked pieces (like partially encaged marbles) or three-

dimensional tokens. As this example shows, some sliding puzzles are mechanical puzzles. Picture resolver is similar game to sliding puzzle, the mechanical fixtures are usually not

essential to these puzzles; the parts could as well be tokens on a flat board which are moved

according to certain rules. It is a descendant of the jigsaw puzzle in that its point is to form a

picture on-screen. The last square of the puzzle is then displayed automatically once the other

pieces have been lined up.

This paper is organized as follows: System Analysis, System requirements,

implementation environment are described in section2, In section 3 player rules and

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Procedure to Play and section4 deals with picture resolver graphical environment with screen

shots. Conclusions and future study are made in section 5 and section 6 deals with the

references.

II. a) SYSTEM ANALYSIS

Here is the simple representation of the application in a diagrammatic way, which

laymen can also easily understand. The diagram consists of User and the actions performed

by the user on the application. When user plays game “Picture Resolver” he/she may click

scramble or High Scorers button. While clicking Scramble button new game puzzle is

generated and when the puzzle is completed successfully congrats window is opened to place

there record. In the mean while User may click Help or Solve button either to see the picture

or to solve the puzzle. User can see the High Scorers list at any movement while using the

application.

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b) SYSTEM REQUIREMENTS

• Windows 95/98/ME/2000/XP

• Processor 200 MHz or higher (>300 MHz – recommended)

• 32 MB RAM• 15 MB free disk space• Java Run Time Environment• Microsoft Office 2000/2003/2007

c) Implementation environment

Implementing Language: Java.

Data Base: Ms-access.

d) Algorithm:

The algorithm used in creating the game is “Random Algorithm” through which theusers will a different game when he/she plays .When user selects Scramble button they willget different games by using this “Random Algorithm”.

PROCEDURE OF PLAY

a) Key Board Controls

The player must use right, Left, Up, Down buttons to arrange the picture in a correctorder. User must try to resolve the picture in less no. of moves as each move made by theuser is calculated and stored against his name in the data base.

Key Board Controls

RIGHT Used to move the selected fragment of the picture to its right hand side.

Left Used to move the selected fragment of the picture to its left hand side.

UP Used to move the selected fragment of the picture to its upper side.DOWN Used to move the selected fragment of the picture to its downward side.

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Components on the Applications

Picture ChoiceBox

It is used to select different pictures to play the game. The picturenames are listed in the choice box.

Level It is used to select the level the user want to play .The different levelsare easy ,medium ,hard .User can select the level by using the mouseor keyboard.

Scramble Button It is used to start the game, It scramble the picture based on thechoice and the level selected by the user.

If user selects level Easy:

The User selected picture is croppedinto 3*3 pictures and scrambles the 3*3 pictures

If user selects level Medium:

The User selected picture is croppedinto 4*4 pictures and scrambles the 4*4 pictures

If user selects level Hard:

The User selected picture is croppedinto 5*5 pictures and scrambles the 5*5 pictures

Solve Button It is used to solve the scrambled picture, and the total solved output isdisplayed to the user.

Help Button When the user wants to see the correct scramble picture to solve thegame, user can see the picture by clicking the Help button. The

picture is displayed to the user only for 5 minutes and the windowgets closed.

High ScorersButton

It is used to see the high scores up to that instant in each of the level.For each level top 5 players will be displayed, who completed withless no. of moves.

no.of.moves It displays the no. of movements user tried to solve the game.Rules This field displays the rules the user have to follow to use the gaming

application.

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b) Steps to Play

Step 1:

First the user must select the picture in the choice box that he wants to play.

Step 2:

He then selects the level he wants to play. According to the level selected by the layer the picture will be fragmented into pieces.

Step 3:

By clicking the scramble button the user starts the game.

Step 4:

After completing the game congrats window will be displayed and the window asks the

user name that the game was played by.

Step 5:

After entering the name click “save” button.

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III. GRAPHICAL ENVIRONMENT WITH SCREEN SHOTS

This section helps the user to know the graphical environment of the application.In thissetion screen shots are presented in such a way that a laymen can also under stand theapplication and can easily play it. The screen shots placed here are the different situationsthe player undergoes in the application environment. The first visual of the application,when it is executed, is as shown in Fig.1.

Fig.1. First Screen of Picture Resolver Game.

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Fig.2. Screen shot when clicked Scramble Button.

While clicking the Scramble button on the application, user playing the game gets new puzzledepending on the picture and the level selected in the application.Based on these two valuesnew puzzle is generated in a random passion and is shown in the application. Each time whenscramble is clicked different puzzle is generated which is different from the previous one.The visual representation is displayed in Fig-2.

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Fig.3. Screen shot while clicking Solve Button.

While clicking the Solve button in the application the puzzle user playing is solved directlyand displayed on the application. The visual representation of this is displayed in Fig-3.

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Fig-4. Screen shot while clicking Help Button.

While clicking the Help button the application a sub window showing the picture torearrange is viewed. The visual representation of the window is shown in Fig-4. The

picture in window will be picture the user selected to play, which will be displayed for 10seconds and the window will be vanished with out user permission. With the help of thiswindow the user can get the idea how to resolve the picture, the user selected to play.

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Fig-5. Screen shot while clicking High Scorers Button.

Top 5 scorers in each level are displayed in a window, while clicking the High Scorers buttonon the application. The graphical picture that is displayed is shown in Fig-5. The screen will

be updated during the play depending on the number of moves user taken to finish the game.

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Fig.6. Screen shot while completely rearranging the scrambled picture

When the user successfully finishes the game, He/She will get a Congrats window asking the

user to enter their name.Those entered names and the no.of.moves taken to finish the gameare stored in the database on behalf of the palyer name.As soon as the player enters therename and clicks save data is stored in the database. While completing the puzzle, window

present in Fig-6 is viewed.

IV. CONCLUSIONS & FUTURE WORK

Picture resolver is an useful application for all stages of the people,through whichthey can increase the thinking ability and able to think in a wider scence.This is moreattractive since it has been implemented in a graphical environment with an eye catchinglook.The people who need to spend there lonely time with an usefulness can choose it as an

excellent application.It is a best solution for time passing with increasing memory power.

In this paper, the game is presented as an application, this is further can be extendedto implement in J2ME, which is a mobile edition through which it can be available to larger section of the people.

V. REFERENCES

• http://en.wikipedia.org/wiki/Sliding_puzzle.• JAVAComplete Reference Fifth Edition By Herbert Schildt.• http://www.slocumpuzzles.com/.