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EEE436 / CS422 Final Presentation Group 2 14.05.2010.

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Presentation on theme: "EEE436 / CS422 Final Presentation Group 2 14.05.2010."— Presentation transcript:

1 EEE436 / CS422 Final Presentation Group

2 Outline Team Members Project Overview Rules for Pictionary Game Architecture Server Side Client Side Flow Chart/Operational Summary Final Stage of the Prototype Possible Improvements Coşkun, Dağ, Gürses, Mıdoğlu 1

3 Outline Team Members Project Overview Rules for Pictionary Game Architecture Server Side Client Side Flow Chart/Operational Summary Final Stage of the Prototype Possible Improvements Coşkun, Dağ, Gürses, Mıdoğlu 2

4 Team Members Cemil Can Coşkun Electrical and Electronics Engineering Senior Student Selin Dağ Electrical and Electronics Engineering Senior Student İbrahim Gürses Computer Engineering Senior Student Çise Mıdoğlu Electrical and Electronics Engineering Senior Student Coşkun, Dağ, Gürses, Mıdoğlu 3 Network setup GUI design Image streaming Socket programming

5 Outline Team Members Project Overview Rules for Pictionary Game Architecture Server Side Client Side Flow Chart/Operational Summary Final Stage of the Prototype Possible Improvements Coşkun, Dağ, Gürses, Mıdoğlu 4

6 Project Overview Undertaken as a requirement of the EEE436/CS422 course Multiplayer game: each player takes turns in drawing a picture on the shared interface: Person who is drawing is called the artist. Other players (guessers) try to guess what the picture is Guessers submit their guesses in written form to the artist. If a guess is correct, the guesser who has submitted the guess wins the tour, also earning the artist some points Intended to serve for recreation / entertainment purposes, useful tool for increasing visual creativity Coşkun, Dağ, Gürses, Mıdoğlu 5

7 Project Overview – Cont. Uses the ad-hoc network to which all players are connected. The wireless connection is established using the IEEE protocol Takes the internet-based games “iSketch” and “Yahoo Pictionary” as examples Requires a minimum of 2 players connecting via their mobile devices GUI: Multicolor sketch screen, text sending and receiving screen, score, timer running backward from 60 seconds Coşkun, Dağ, Gürses, Mıdoğlu 6

8 Project Overview – Cont. Code written in C#, platforms: Windows XP, Windows Vista, Windows 7.NET framework is used (version 3.5), code developed with Visual Studio No extra libraries were used. All libraries that are used are a part of the.NET platform The design of an interface with.NET and GDI is easy with Visual Studio 2008 by the help of the built in UI designer. However, GDI has limited number of functionalities as Swing library Coşkun, Dağ, Gürses, Mıdoğlu 7

9 Project Overview – Cont..Net packages that were imported: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; using System.Diagnostics; using System.IO; using System.Net; using System.Threading; using System.Net.Sockets; using System.Runtime.Serialization.Formatters.Binary; using System.Net.NetworkInformation; Coşkun, Dağ, Gürses, Mıdoğlu 8

10 Outline Team Members Project Overview Rules for Pictionary Game Architecture Server Side Client Side Flow Chart/Operational Summary Final Stage of the Prototype Possible Improvements Coşkun, Dağ, Gürses, Mıdoğlu 9

11 Rules The game consists of 8 rounds where the artist is given a word to draw, and the guessers try to guess it within 1 minute Artist receives 5 points if any of the guessers submit a correct guess, and 0 points if no correct guesses are made within 1 minute The first player (guesser) to guess the target word correctly receives 5 points Wrong guesses do not result in any point loss: a guesser can submit as many guesses as he/she wishes Coşkun, Dağ, Gürses, Mıdoğlu 10

12 Outline Team Members Project Overview Rules for Pictionary Game Architecture Server Side Client Side Flow Chart/Operational Summary Final Stage of the Prototype Possible Improvements Coşkun, Dağ, Gürses, Mıdoğlu 11

13 Game Architecture Coşkun, Dağ, Gürses, Mıdoğlu 12 wireless ad-hoc network (7 peers) network host game host

14 Game Architecture – Cont. Peer-to-peer (P2P) type architecture, each player takes turns in becoming the server Simultaneous multimedia transfer is handled via serialization of the bitmap image 4 sockets are used in the overall process: 1 for establishing the game [port: 11000] 1 for sending and receiving the serialized bitmap image [port: 12000] 1 for sending and receiving the guesses: address [port: 13000] guess (string) + time stamp (integer) + IP 1 for ending the game [port: 14000] Coşkun, Dağ, Gürses, Mıdoğlu 13

15 Game Architecture – Cont. Coşkun, Dağ, Gürses, Mıdoğlu 14

16 Game Architecture – Cont. Server Side A normal member of the ad-hoc network becomes the server if: He/she starts the program (Pictionary.exe) and then chooses “Create New Game” [game host] Enters an already existing game, plays for a while and then it becomes his turn to draw [artist] Server determines the start of the game and tells it to clients: Randomly selects a word from a text database (“target word”) User interface allows the user to make a multicolor sketch Coşkun, Dağ, Gürses, Mıdoğlu 15

17 Game Architecture – Cont. Server Side Coşkun, Dağ, Gürses, Mıdoğlu 16

18 Game Architecture – Cont. Server Side Coşkun, Dağ, Gürses, Mıdoğlu 17

19 Game Architecture – Cont. Server Side Determines the end of the round: Keeps track of time (countdown) Keeps track of the scores At the end of the round: Determines if it is the last round (end of the game) Sends the score information to the next server Sends the summary of the round as a message to all players (winner, time remaining, updated scores) Closes all sockets Becomes a client Coşkun, Dağ, Gürses, Mıdoğlu 18

20 Game Architecture – Cont. Client Side A normal member of the ad-hoc network becomes a client if: He/she starts the program (Pictionary.exe) and then chooses “Connect to a Game” [default client] Establishes a game, plays for a round as the artist and then gives the turn to another player [guesser] Receives an indicator at the beginning and resets its counter Simultaneously receives the bitmap image from the server Submits guesses in the form: guess (from user interface) + timestamp (from system clock) + IP address Receives a message from the server at the end of the round Coşkun, Dağ, Gürses, Mıdoğlu 19

21 Game Architecture – Cont. Client Side Coşkun, Dağ, Gürses, Mıdoğlu 20

22 Game Architecture – Cont. Client Side Coşkun, Dağ, Gürses, Mıdoğlu 21

23 Outline Team Members Project Overview Rules for Pictionary Game Architecture Server Side Client Side Flow Chart/Operational Summary Final Stage of the Prototype Possible Improvements Coşkun, Dağ, Gürses, Mıdoğlu 22

24 Operational Summary 1. A person establishes an ad-hoc network (does not need to be a player) 2. People connect to this wireless ad-hoc network 3. Those who wish to play Pictionary run the program 4. Among the people who run the program, those who wish to start a new game click “Create New Game” and those who wish to join an already existing game (if any) click “Connect to a Game” 5. [Server] Broadcast a message with one’s own IP address and wait for incomers 6. [Client] Use a dedicated listener to see if anyone is broadcasting, list servers in the user interface Coşkun, Dağ, Gürses, Mıdoğlu 23

25 Operational Summary 7. [Server] Start the round (user interface) 8. [Client] Wait until the server starts the game 9. [Server] Send all IP addresses to all players and indicate start of the round 10. [Client] Reset timer when start of the game message is received 11. [Server] Send bitmap image (update every 1 second) 12. [Client] Deserialize information to receive the bitmap image 13. [Client] Send the guesser’s guess in string form with time stamp 14. [Server] Compare all guesses against the target word: - determine the end of the round - determine the winner’s IP and broadcast it in the network Coşkun, Dağ, Gürses, Mıdoğlu 24

26 Outline Team Members Project Overview Rules for Pictionary Game Architecture Server Side Client Side Flow Chart/Operational Summary Final Stage of the Prototype Possible Improvements Coşkun, Dağ, Gürses, Mıdoğlu 25

27 Prototype Setting up a wireless ad-hoc networkcompleted Establishing a new gamecompleted Joining an already established gamecompleted IP address broadcasting through the networkcompleted Bitmap object serializing-deserializingcompleted Text sending-receiving between 2 peerscompleted Client Interface (text sending)completed Server Interface (wait for players)completed Coşkun, Dağ, Gürses, Mıdoğlu 26

28 Prototype – Cont. Server Interface (display guesses)completed Role changing (server to client)completed Role changing (client to server)completed Exception handling in the runtimediscarded Coşkun, Dağ, Gürses, Mıdoğlu 27

29 Outline Team Members Project Overview Rules for Pictionary Game Architecture Server Side Client Side Flow Chart/Operational Summary Final Stage of the Prototype Possible Improvements Coşkun, Dağ, Gürses, Mıdoğlu 28

30 Possible Improvements Database: Enhanced database (number of words) User interface development: Server interface (more drawing tools) Client interface (wait –game loading- screen) Application to other mobile devices (eg. Cell phones) Coşkun, Dağ, Gürses, Mıdoğlu 29

31 The End Thank you for listening. Questions?


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