Chimeritos

Chimeritos
Robby Bailey
Kenneth Dye
Colleen Hamilton
Reneé Logan
Concept
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The ball starts in the
position shown and
the aim of the player
is to get the ball into
the hole amidst the
posts that serve as
obstacles.
Design Patterns Used
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Facades – The scene class was used to bring
the different classes of the game together and
then the main function only dealt with class.
Inheritance – The wall, posts and ground class
all inherited from the collider class as these are
all objects the ball collides with.
Abstract Classes – There was a collider class to
enable easier collision detection with the ball.
Singleton Classes – the ball, camera, club,
powerbar and timer were all implemented in this
way.
Initial View of Game
Graphics
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Four walls
Nine posts made by using cylinders and disks
A hole made with a disk
A flag made of a triangle and a cylinder that goes in the
hole
A club which has a bitmapped texture made by Z
A ball which also has a bitmapped texture
A powerbar to guage the force with which you are hitting
the ball
A stroke counter to see how good you are (or how bad
you are)
Physics
Friction – applied as ball moves on the
ground
 Change in Momentum – applied to the ball
when the club hits it
 Newton’s Third Law – applied by the wall
and posts to the ball when the ball hits
these objects
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Player Wins
Future Improvements
Posts move up and down
 A downhill maze like structure to start with
 A more snazzy scene with texture
 Club can rotate more than one direction
 Other holes
 Being able to chip the ball
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