Chimeritos Robby Bailey Kenneth Dye Colleen Hamilton Reneé Logan Concept 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 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 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 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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