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raft 2D Gaming Language The Team Member Main Responsibility - PowerPoint PPT Presentation

raft 2D Gaming Language The Team Member Main Responsibility Martin Code Generation Fagerhus Roy Prigat Compiler Front End Abhijeet C - Implementation, SDL Mehrotra Daniel Tal Semantic Checking Motivation and Why is it so difficult to


  1. raft 2D Gaming Language

  2. The Team Member Main Responsibility Martin Code Generation Fagerhus Roy Prigat Compiler Front End Abhijeet C - Implementation, SDL Mehrotra Daniel Tal Semantic Checking

  3. Motivation and Why is it so difficult to create games in ● languages such as C or Java? Goals Worry about game loop ○ Difficulty in defining binding events to ○ specific elements. Tedious ○

  4. Why Us? We allow a user to build a 2D game ● with ease of just worrying about adding user defined elements, events, and a world This is all done with much less code ● and makes it more straight forward for the programmer to develop a game We include in-built language ● components to make game building easy to do/understand

  5. Program Structure <global variables> <global functions> Designed for ease of use and ● straightforward semantics. <event definitions> <Event> <condition> A world is the only required ● <action> component. <element definitions> If an element is defined, it is ● required to add its properties as <element> well(color,size). <properties> - required <world definition> - required <world> <properties> - required <local variables> <statements block>

  6. Types Color and size are properties of ● int a = 3; world and element components. Color is a string literal which ● bool b = true; corresponds to hex codes. float f = 3.4; Size is a pair type which defines ● the pixel size of an element/world. string s = “hello”; pair p = (50,70);

  7. Events Define game “rules” ● Condition defines the expression ● event move_down(player) { that triggers the event when true. condition = key_press(“DOWN”); Action defines how the event ● reacts with the element it binds to. action { Player1.pos.x = 400; } }

  8. Elements Properties ● element player { Size of type Pair ○ size = (50,50); Color (a hex string) ○ color = “f44141”; Direction (Integer) - optional ○ Speed (Integer) - optional ○ direction = 90; speed = 1; }

  9. World Properties - required ● world { Size of type Pair ○ properties { size = (500,200); Color (a hex string) ○ color = “42f4eb”; Adding new elements to the game } ● element player = new player(20,20); environment add_event(move_up); } Adding event to the event loop, ● where each event is bound to a selected element.

  10. if (true){ Control Flow x = 5; If/else } else { x = 3; } int x = 0; while(x == 0){ While add_event(move_up); loops x = x +1; } int x = 0; for(x , x <= 10, x++){ For loops add_event(move_down); }

  11. Sample Program A game with one player which can ● move up on pressing “UP” arrow key

  12. Runtime Based on SDL ● Infinite loop ● Has functions to: ● Render elements ○ Help determine collisions ○ Trigger callback functions ○

  13. Architecture

  14. Testing Automated Tests Declarations ● An automated testing script runs over all ● test files and produces a testall.log. Statements ● The log file includes the output of all ● Functions ● tests. Expressions ● Fail tests output exceptions as defined in ● the semantics checker, these are printed Semantics ● out in the log file. Success tests simply produce an ● executable program which is later Manual Tests manually tested. Colors and size ● Elements ● Event actions ●

  15. Demo

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