Frogger Instructions Stephen Kaplan
FroggerInstructions_StephenKaplan
User Manual:
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Page Count: 3

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