長沙麻將游戲系統(tǒng)的設(shè)計與開發(fā).rar
長沙麻將游戲系統(tǒng)的設(shè)計與開發(fā),1.6萬字 39頁包括開題報告,任務(wù)書,程序測試記錄摘 要在互聯(lián)網(wǎng)高度發(fā)達的今天,網(wǎng)絡(luò)游戲得到了很大的普及。如今網(wǎng)絡(luò)上的游戲普遍存在地域性特點不強的缺點。本課題將開發(fā)一個長沙本地化的麻將游戲,它有著自身獨特的打牌方式,并加入了長沙本地化語音功能。本系統(tǒng)的設(shè)計考慮到了系統(tǒng)的高可移植性,高可用性...
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長沙麻將游戲系統(tǒng)的設(shè)計與開發(fā)
1.6萬字 39頁
包括開題報告,任務(wù)書,程序測試記錄
摘 要
在互聯(lián)網(wǎng)高度發(fā)達的今天,網(wǎng)絡(luò)游戲得到了很大的普及。如今網(wǎng)絡(luò)上的游戲普遍存在地域性特點不強的缺點。本課題將開發(fā)一個長沙本地化的麻將游戲,它有著自身獨特的打牌方式,并加入了長沙本地化語音功能。
本系統(tǒng)的設(shè)計考慮到了系統(tǒng)的高可移植性,高可用性等特點。系統(tǒng)結(jié)構(gòu)采用C/S模式,運用了多線程技術(shù),并利用TCP協(xié)議來實現(xiàn)服務(wù)器與客戶端之間信息的傳遞。游戲規(guī)則的制定在服務(wù)器端用單獨的類來實現(xiàn)。將來只需要做少許修改,就可支持其他地域的游戲規(guī)則。考慮到玩家游戲過程中的速度體驗,系統(tǒng)設(shè)計中,我們將各種復(fù)雜的計算都在服務(wù)器端處理,客戶端只是簡單的顯示信息,這樣游戲過程中速度將是非常快的。本設(shè)計的創(chuàng)新性在于它采用了面向?qū)ο蟮脑O(shè)計思路,將語音功能,計分功能等單獨封。這樣,只需要對這些單獨的模塊稍作修改,就可滿足不同地域的需求,提高的系統(tǒng)的“擴展性”。
該系統(tǒng)很好的實現(xiàn)了麻將游戲的長沙本地化特點。游戲在本機測試過程中運行良好,同時語音系統(tǒng)也能正常工作,證實了系統(tǒng)的設(shè)計和開發(fā)都得到了理想的結(jié)果。
關(guān)鍵詞:長沙麻將,多線程,TCP協(xié)議,C/S模式,語音功能
The design and development of "Changsha Majiang"
ABSTRACT
In highly developed Internet today, the network game was much universal. Now the network games on the widespread have many shortcomings, such as geographical characteristics is not strong. This topic will develop a majiang game in Changsha localization, which has its own unique way of playing cards, and we also append localization of voice function to this game.
The design of the system takes into account the high portability and high availability features. We used C/S system architecture model, multithreading technology, and we used TCP protocol to transfer of information between server and clients. Rules of the game were constituted in the server with a separate category. In the future, the game only needs some small modifications to support other geographical rules. Taking into account of the player's feeling when they playing the game, we will all have complicated calculations on the server side, the client only simply display information. So the speed of this game will be very fast.
The innovation in design lies in its use of the object-oriented design. The function of voice and calculate score is achieved in a separate category. Thus, they only need to make some modifications in these separate modules; it can meet the needs of different regions, which improve the system "scalability."
The system achieved a very good localization features. Games in the course of the test run good, and voice system can work well, too. All of these confirmed that the system design and development has been the desired results.
Keywords: Changsha majiang, multithreading, TCP protocol, C/S mode, voice function
目錄
1緒論 1
1.1課題背景與長沙麻將設(shè)計的目的 1
1.1.1課題背景 1
1.1.2 長沙麻將設(shè)計的目的 2
1.2 網(wǎng)絡(luò)游戲的市場現(xiàn)狀 2
1.2.1 中韓游戲領(lǐng)域?qū)Ρ确治?2
1.2.2 中國網(wǎng)絡(luò)游戲存在的問題 4
1.3 長沙麻將設(shè)計的內(nèi)容和意義 5
2長沙麻將設(shè)計的相關(guān)技術(shù)介紹 7
2.1 客戶端/服務(wù)器(C/S)模式介紹 7
2.2 基于JDBC的數(shù)據(jù)庫操作 8
2.3 基于Socket的網(wǎng)絡(luò)傳輸 9
2.4 多線程的介紹及應(yīng)用 10
3長沙麻將總體設(shè)計與實現(xiàn) 11
3.1 長沙麻將總體設(shè)計思想 11
3.2 服務(wù)器與客戶端設(shè)計 11
3.2.1 并發(fā)的,面向連接服務(wù)器的算法 12
3.2.2 TCP客戶算法 13
3.3 各模塊設(shè)計 13
3.4 吃牌,碰牌,胡牌算法實現(xiàn) 19
4長沙麻將運行結(jié)果及分析 25
4.1 游戲運行環(huán)境 25
4.2 游戲運行結(jié)果 25
結(jié)論與展望 32
致謝 33
參考文獻: 34
參考文獻
[9] 張雪萍,鮑丹,王家耀. Java多線程測試策略及測試方法探討[J]. 計算機應(yīng)用研究,
2006, 27(10A):57-89.
[10] 柴繼紅. 基于多線程技術(shù)的遠程心電監(jiān)測系統(tǒng)[J]. 技術(shù)交流, 2006, 22(10):46-51.
[11] 楊春金,潘顯映. 基于分布式Web的多線程日志的研究[J]. 計算機與數(shù)字工程, 2006, 25(10A):113-121.
[12] 周昕,熊前興,趙衛(wèi)利. 基于TCP/IP的斷點續(xù)傳系統(tǒng)研究[J]. 計算機系統(tǒng)應(yīng)用,2007, 22(1):32-35.
[13] 葉存杰. 基于.Net的B/S與C/S混合結(jié)構(gòu)的教師信息管理系統(tǒng)分析和設(shè)計[J]. 科技咨詢,2006, 35(33):22-23.
1.6萬字 39頁
包括開題報告,任務(wù)書,程序測試記錄
摘 要
在互聯(lián)網(wǎng)高度發(fā)達的今天,網(wǎng)絡(luò)游戲得到了很大的普及。如今網(wǎng)絡(luò)上的游戲普遍存在地域性特點不強的缺點。本課題將開發(fā)一個長沙本地化的麻將游戲,它有著自身獨特的打牌方式,并加入了長沙本地化語音功能。
本系統(tǒng)的設(shè)計考慮到了系統(tǒng)的高可移植性,高可用性等特點。系統(tǒng)結(jié)構(gòu)采用C/S模式,運用了多線程技術(shù),并利用TCP協(xié)議來實現(xiàn)服務(wù)器與客戶端之間信息的傳遞。游戲規(guī)則的制定在服務(wù)器端用單獨的類來實現(xiàn)。將來只需要做少許修改,就可支持其他地域的游戲規(guī)則。考慮到玩家游戲過程中的速度體驗,系統(tǒng)設(shè)計中,我們將各種復(fù)雜的計算都在服務(wù)器端處理,客戶端只是簡單的顯示信息,這樣游戲過程中速度將是非常快的。本設(shè)計的創(chuàng)新性在于它采用了面向?qū)ο蟮脑O(shè)計思路,將語音功能,計分功能等單獨封。這樣,只需要對這些單獨的模塊稍作修改,就可滿足不同地域的需求,提高的系統(tǒng)的“擴展性”。
該系統(tǒng)很好的實現(xiàn)了麻將游戲的長沙本地化特點。游戲在本機測試過程中運行良好,同時語音系統(tǒng)也能正常工作,證實了系統(tǒng)的設(shè)計和開發(fā)都得到了理想的結(jié)果。
關(guān)鍵詞:長沙麻將,多線程,TCP協(xié)議,C/S模式,語音功能
The design and development of "Changsha Majiang"
ABSTRACT
In highly developed Internet today, the network game was much universal. Now the network games on the widespread have many shortcomings, such as geographical characteristics is not strong. This topic will develop a majiang game in Changsha localization, which has its own unique way of playing cards, and we also append localization of voice function to this game.
The design of the system takes into account the high portability and high availability features. We used C/S system architecture model, multithreading technology, and we used TCP protocol to transfer of information between server and clients. Rules of the game were constituted in the server with a separate category. In the future, the game only needs some small modifications to support other geographical rules. Taking into account of the player's feeling when they playing the game, we will all have complicated calculations on the server side, the client only simply display information. So the speed of this game will be very fast.
The innovation in design lies in its use of the object-oriented design. The function of voice and calculate score is achieved in a separate category. Thus, they only need to make some modifications in these separate modules; it can meet the needs of different regions, which improve the system "scalability."
The system achieved a very good localization features. Games in the course of the test run good, and voice system can work well, too. All of these confirmed that the system design and development has been the desired results.
Keywords: Changsha majiang, multithreading, TCP protocol, C/S mode, voice function
目錄
1緒論 1
1.1課題背景與長沙麻將設(shè)計的目的 1
1.1.1課題背景 1
1.1.2 長沙麻將設(shè)計的目的 2
1.2 網(wǎng)絡(luò)游戲的市場現(xiàn)狀 2
1.2.1 中韓游戲領(lǐng)域?qū)Ρ确治?2
1.2.2 中國網(wǎng)絡(luò)游戲存在的問題 4
1.3 長沙麻將設(shè)計的內(nèi)容和意義 5
2長沙麻將設(shè)計的相關(guān)技術(shù)介紹 7
2.1 客戶端/服務(wù)器(C/S)模式介紹 7
2.2 基于JDBC的數(shù)據(jù)庫操作 8
2.3 基于Socket的網(wǎng)絡(luò)傳輸 9
2.4 多線程的介紹及應(yīng)用 10
3長沙麻將總體設(shè)計與實現(xiàn) 11
3.1 長沙麻將總體設(shè)計思想 11
3.2 服務(wù)器與客戶端設(shè)計 11
3.2.1 并發(fā)的,面向連接服務(wù)器的算法 12
3.2.2 TCP客戶算法 13
3.3 各模塊設(shè)計 13
3.4 吃牌,碰牌,胡牌算法實現(xiàn) 19
4長沙麻將運行結(jié)果及分析 25
4.1 游戲運行環(huán)境 25
4.2 游戲運行結(jié)果 25
結(jié)論與展望 32
致謝 33
參考文獻: 34
參考文獻
[9] 張雪萍,鮑丹,王家耀. Java多線程測試策略及測試方法探討[J]. 計算機應(yīng)用研究,
2006, 27(10A):57-89.
[10] 柴繼紅. 基于多線程技術(shù)的遠程心電監(jiān)測系統(tǒng)[J]. 技術(shù)交流, 2006, 22(10):46-51.
[11] 楊春金,潘顯映. 基于分布式Web的多線程日志的研究[J]. 計算機與數(shù)字工程, 2006, 25(10A):113-121.
[12] 周昕,熊前興,趙衛(wèi)利. 基于TCP/IP的斷點續(xù)傳系統(tǒng)研究[J]. 計算機系統(tǒng)應(yīng)用,2007, 22(1):32-35.
[13] 葉存杰. 基于.Net的B/S與C/S混合結(jié)構(gòu)的教師信息管理系統(tǒng)分析和設(shè)計[J]. 科技咨詢,2006, 35(33):22-23.