Frogger Instructions Stephen Kaplan
FroggerInstructions_StephenKaplan
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Stephen Kaplan Mike Scott New Media 160 September 21, 2018 Frogger Instruction Construction Start: - Opening Sequence (Short animation, similar to starting a game on consoles would have skippable animation before start menu) - Start menu - Play - Settings - Exit - Need some kind of way to easily make/manage buttons (Class?) - Need some kind go way to easily manage scenes - Array of scenes -> Each scene has own set of buttons, images (if needed), and game elements - Set number of scenes, perhaps 10 for now - Select scene with number - After clicking play, user selects scene with arrow keys, then hits enter to begin (or can click start button) - loadScene() function directs program to specific scene object, calls its display(), updateObject(), showMenu(), and showUser() methods - Settings menu has text size, music volume, window size, and key control settings - Default keys: arrow keys. Can change to WASD - Three text sizes: small (10px), medium (15px), large (20px) - Music volume: Off, quiet, loud - Window size: 500x350, 800x500, 1000x650, Full Screen - Change size of window when user selects different mode. - Navigate menus with keys Gameplay: - 5 lives to start with - All elements (Logs, frog, grass, cars, etc) have images/generated shapes that add an immersive feel to the game - Frogger moves 1 block per key press (void mousePressed() rather than conditional statement in draw function). - Can only move forward/left/right, not back - Frogger (player) starts at center position on bottom row of blocks (1 row of grass field) - User jumps using arrow keys to different positions - Sound effects - Jumping sound Landing on grass/road/log/lily pad/etc Colliding with car Falling in water Losing life Victory jingle Losing jingle - Rows of road with moving car objects - Different amount of rows depending on level - If user collides with car, Frogger loses life. Restart level at start position. No points added to score - Higher level, faster cars - Cars have slightly random size and velocity, but are all similar enough that easy levels go slower on average and harder levels go faster - One row of “calm” grass field in between - Rows of river with moving log, lily pad, turtle, and alligator objects - User must jump to available space - If user falls into open river water -> Lose life, restart level - If user lands on turtle or lily pad above water, safe, move with object - If user lands on turtle or lily pad below water, lose life, restart level - If user lands on log, safe. Move with log. - If user lands on head of alligator, lose life, restart level - Different amount of rows depending on level - Higher level -> more rows of river - Turtle move opposite direction from everything else in river - Everything in river except turtles travels at same velocity - If user is pushed to edge of screen, lose life and restart - One row of forest in at end with safe and dangerous spaces - 3 safe spots - Time-based blockers in the safe spots - User cannot move to forest block if there is no available space. If they land on a blocker space, lose life & restart. If they simply can’t move, they stay on the log/lily pad/turtle and flow down the river. - 500 points for completing level - Various bonuses added to random blocks - 100 Extra points - 200 Extra points - Double points - Extra life - 0.5x speed of cars/river Levels: - Read level design from folder of text files - Generate a level for each text file - Text files contain array of characters which correspond to grass, river, forest, safe spot, blocker, and bonus tiles - This makes it so you can add new levels without reprogramming the game End Screen: - Read current high score info from text file - If life count is >0: - “You win!” - Score vs. high score - If score > high score, enter nickname to keep record of who currently has the highest score - Store high score info in text file - Thanks for playing, victor’s message - Offer to play again - If life count = 0: - “You lose” - Score vs. high score - Offer to play again, user can click, user arrow keys, or press Y/N to respond. Yes will start them over at level 0, no will bring them back to the start menu
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