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GAME 110 - Flash Gaming
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JOHNSON COUNTY COMMUNITY COLLEGE
TECHNOLOGY DIVISION
GAME DEVELOPMENT
COURSE OUTLINE

 

Title: Flash Gaming Effective Term: Spring 2009
Number: GAME 110 Credit Hours: 4 Contact Hours: 4.5
Course Type: Career Lecture Hours: 3 Lab Hours: 1.5

Description:

This course is designed to present the skills and to provide the hands-on experience required to create computer games utilizing Flash MX 2004. Typical topics to be covered include 2D coordinate systems, basic game physics, game trigonometry, motion techniques, collision detection, collision reaction, conservation of momentum and energy, and tile based worlds. Typical tasks include creation of angle conversion functions; projection functions; controlling speed, velocity, and acceleration; applying Newton's three laws of motion, affecting gravity and friction; and creation of grid management systems. 3 hrs. lecture and 1.5 hrs. lab/wk.

Associated Costs: These are additional (out-of-pocket) expense considerations that students should expect in addition to the course tuition, fees, and textbooks. $20 to $50.

Supplies: Refer to the instructor’s course syllabus for details about any supplies that may be required.

Prerequisites: NONE

Textbook(s): For information see - http://bookstore.jccc.net

Course Fees: NONE

Course Objectives:

Upon successful completion of this course the student should be able to:

  1. Describe and use a 2D coordinate system.
  2. Convert degrees to radians.
  3. Convert radians to degrees.
  4. Determine distances via the Pythagorean theorem.
  5. Compute Sine, Cosine, and Tangent values using the Math.object.
  6. Compute Inverse Sine, Cosine, and Tangent values using the Math.object.
  7. Calculate speed, velocity and acceleration of objects in 2D space.
  8. Create real motion using Newton’s three laws of motion.
  9. Create friction in a game character.
  10. Create functions to determine different types of collision detection.
  11. Create functions to handle collision reactions.
  12. Apply conservation of motion laws to game characters.
  13. Create and use tile based worlds.
  14. Create and use Isometric worlds.
  15. Create high score lists.
  16. Control game characters with Artificial Intelligence.

Content Outline & Competencies:

I. Game Math
   A. Flash coordinate system
      1. Place objects on Cartesian coordinates
      2. Define angles
   B. Pythagorean Theorem
   C. Trigonometry
      1. Define and use Sine, Cosine, and Tangent
      2. Create projection in objects
   D. Vectors

II. Basic Physics
   A. Create and control speed
   B. Change velocity
   C. Accelerate and decelerate objects
   D. Newton’s three laws of motion
      1. Demmonstrate Newton’s First law
      2. Demonstrate Newton’s Second law
      3. Demonstrate Newton’s Third law
   E. Gravity
      1. Create real gravity
      2. Create good enough gravity
   F. Friction
      1. Apply real friction
      2. Apply good enough friction

III. Collision Detection Using HitTest()
   A. Detect collisions between Movie clip-movie clip
   B. Detect collisions between Movie clip-point
   C. Detect collisions between Shape-point

IV. Collision Detection Using Math
   A. Detect collisions between Point-circle and Circle-circle 
   B. Detect collisions between Line-line and Circle-line
   C. Detect collisions between Point-rectangle and Rectangle-rectangle

V. Collision Reactions
   A. Detect Object-wall reactions
   B. Detect Circle-line reactions

VI. Conservation of Momentum and Energy
   A. Use conservation laws to animate efficiently

VII. Conservation Laws
   A. Apply rectangle-rectangle reactions
   B. Apply circle-circle reactions

VIII. Tile Based Worlds
   A. Create a view
   B. Build a world with seamless tiles
   C. Change scale
   D. Creation and management
      1. Create the grid
      2. Store the view information to a file
   E. Selective processing
      1. Identify the tile
      2. Get the position within the tile
   F. Tile independent objects
      1. Create objects
      2. Manage objects
      3. Destroy objects
      4. Alter the world

IX. Isometric Worlds
   A. Define orientation of Isometric world
   B. Place an object in an Isometric world
   C. Use Z-sorting to organize the objects in the world

X. Use the HighScoreList Class

XI. Artificial Intelligence
   A. Identify different types of AI
   B. Create pathfinding alogorithms

Methods of Evaluation of Competencies:

Evaluation of student mastery of course competencies will be accomplished using the following methods:

Examinations          50% of grade
Projects/Assignments  50% of grade
  Total              100%

Grade Criteria:
  A = 90 - 100%   
  B = 80 –  89%  
  C = 70 –  79%  
  D = 60 –  69%  
  F =  0 –  59%    

Caveats:

  1. While it is not a pre-requisite requirement for the student to have taken Trigonometry, trig functions will be used during the course of the class. Therefore, a basic understanding of Trigonometry would be helpful.

Disabilities:

If you are a student with a disability, and if you will be requesting accommodations, it is your responsibility to contact Access Services. Access Services will recommend any appropriate accommodations to your professor and his/her director. The professor and director will identify for you which accommodations will be arranged.

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you desire support services, contact the office of Access Services for Students With Disabilities (913) 469-8500, ext. 3521 or TDD (913) 469-3885. The Access Services office is located in the Success Center on the second floor of the Student Center.