PROJECT REPORT BUILDING NETWORK GAME USING JAVA SOCKET

YOHANES, ROMMEL (2018) PROJECT REPORT BUILDING NETWORK GAME USING JAVA SOCKET. Other thesis, Unika Soegijapranata Semarang.

[img] Text (COVER)
14.K1.0041 ROMMEL YOHANES (0.94)._1 (COVER).pdf

Download (2MB)
[img] Text (BAB I)
14.K1.0041 ROMMEL YOHANES (0.94)._1 (BAB 1).pdf

Download (109kB)
[img] Text (BAB II)
14.K1.0041 ROMMEL YOHANES (0.94)._1 (BAB 2).pdf
Restricted to Registered users only

Download (106kB)
[img] Text (BAB III)
14.K1.0041 ROMMEL YOHANES (0.94)._1 (BAB 3).pdf

Download (121kB)
[img] Text (BAB IV)
14.K1.0041 ROMMEL YOHANES (0.94)._1 (BAB 4).pdf

Download (124kB)
[img] Text (BAB V)
14.K1.0041 ROMMEL YOHANES (0.94)._1 (BAB 5).pdf

Download (2MB)
[img] Text (BAB VI)
14.K1.0041 ROMMEL YOHANES (0.94)._1 (BAB 6).pdf

Download (103kB)
[img] Text (DAFTAR PUSTAKA)
14.K1.0041 ROMMEL YOHANES (0.94)._1 (DAFTAR PUSTAKA).pdf

Download (129kB)
[img] Text (LAMPIRAN)
14.K1.0041 ROMMEL YOHANES (0.94)._1 (LAMPIRAN).pdf

Download (295kB)

Abstract

The game provide a Indonesian hero picture that is separated into small parts into 9 button. Player has a chance to open one of that small parts image alternately so player has a hint to guess that image. First player that can guess that image win this round and got 1 point from that. After that the image will dissapear and load another image. The problem of this game is about maintaining the communication between server and client works so the image in all client that appeared are same and the client get the turn respectively , maintainng the player who got disconnect and the impact for the game itself , and maintaining if the player reach maximum player of the game what the server will do. The completion process is divided into 3 stages. Server creation, client creation, and the creation of protocols that govern game performance. The server will be made stand-alone and has a thread to address clients that will be connected to the server. In this server will have a data containing answers from the pictures that will be guessed by the clients / players. In 1 game room there are only 3 clients that can play. Creating an interface for clients. Data bits of images will be stored in the client, so that the interaction in opening the image faster and prevent the occurrence of traffic / packet loss in a game that will cause instability of the connection on the client. 6 kinds of protocols are created to handle this game. In-game protocol as a regulator in filling client identity, pre-game protocol as a regulator to wait for first player to play, box protocol as interaction control to bring up image to client, timer protocol as regulator to make game can run if there is client whose connection is lost, answer protocol as an interaction regulator of answers given by the client to guess the puzzle to the server, and chat protocol as a regulator of interaction so that the client can communicate with other client. The servers, clients, and protocols for the GuessTheHero game were created. Protocol plays an important role as it regulates game performance and is an important system and rule in the relationship between server and client. the problems that arise in the background are solved by using the protocol. Keyword: Server , Client , Thread , Protocol

Item Type: Thesis (Other)
Subjects: 000 Computer Science, Information and General Works > 004 Data processing & computer science
Divisions: Faculty of Computer Science > Department of Informatics Engineering
Depositing User: Mr Lucius Oentoeng
Date Deposited: 19 Nov 2018 01:16
Last Modified: 19 Nov 2018 01:16
URI: http://repository.unika.ac.id/id/eprint/16950

Actions (login required)

View Item View Item