共查询到19条相似文献,搜索用时 531 毫秒
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李佳佳 《电脑编程技巧与维护》2009,(7):76-82
介绍了C#中开发拼图游戏的思路及实现,解决了部分拼图软件上图片路径为固定的缺陷,采用动态随机的路径生成,确保每次游戏的拼图不一样;加入了游戏等级,使游戏更加符合用户的要求;加入了打乱图片的自动排序功能。 相似文献
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余战秋 《电脑编程技巧与维护》2017,(18)
利用App Inventor完成了九宫格拼图游戏的设计与实现.采用动态随机生成路径以及空格位置方案,有效改善了传统拼图软件中空格位置固定、图片路径固定的弊端,从而增加了游戏的多样性和可玩性. 相似文献
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随着手机的普及,手机游戏也日益流行,但存在游戏功能较为单一,游戏形式相对单调等问题,基于JavaME的多功能手机游戏以《红楼梦》为题材,实现了《红楼梦》游戏化的突破;将迷宫游戏、拼图游戏及图片欣赏等多个功能合为一体,打破了传统游戏单一功能的限制;提高了游戏的趣味性和挑战性,并且能够适应大部分手机环境,提高了游戏的适应性和使用范围。 相似文献
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陈瑞卿 《数字社区&智能家居》2009,(23)
文章主要介绍了在Flash中用FileReference类来实现选择硬盘上的图片,用duplicateMovieClip()复制拼图块的方法制作拼图游戏的方法。 相似文献
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采用Flash AS3技术轻松实现拼图游戏。阐述了游戏地图、游戏规则的实现和制作图块影片剪辑元件等关键技术问题。 相似文献
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儿童益智游戏能开发小孩的智力和提高动手协调能力。该文以设计和开发儿童上色游戏为例,介绍了Flash Action-Script3.0完全的面向对象编程的特点和用该软件开发游戏的优势,以及使用Flash ActionScript3.0技术进行儿童上色游戏的设计与实现。 相似文献
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移动智能游戏已融入大众生活。文章采用J2ME手机应用开发平台,以《红楼梦》、《西游记》、《三国演义》等经典名著中的人物与故事情节为题材,设计开发出一款集迷宫、拼图及图片欣赏为一体的多功能智能游戏。该款游戏克服了传统游戏功能单一的缺陷,提高了游戏的趣味性和挑战性。 相似文献
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为了改善传统拼图拼接过程费时低效、影响拼图趣味性的问题,提出了一种图像局部区域匹配驱动的导航式拼图方法.首先,使用Canny边缘检测算法自动从输入的原始拼图中检测并分割出所有拼图模块.其次,采用D2分布函数和统计直方图,自动构造每个拼图模块的量化描述符.同时,使用属性邻接图描述原始拼图中所有拼图模块之间的拓扑邻接关系.之后,拼接过程中用户若需要帮助,根据用户动态传入(未拼接完成)的当前拼图,采用上述2步提取和描述当前拼图中所有的拼图模块,并基于描述符相似度计算、KM (Kuhn-Munkres)算法和属性邻接图拓扑关系一致性,在当前拼图和原始拼图之间建立拼图模块对应关系.最后,根据对应关系和原始拼图对应的属性邻接图,自动确定并提示用户当前拼图中下一可行的候选模块.开发了相应的原型系统,针对多个常见的拼图开展实验结果表明,所提方法对拼接过程帮助直观、高效,且未降低拼图的趣味性;与主流的电子拼图方法相比,无需实时跟踪,无需事先配备拼图数据库或训练库,可运行于具有拍摄功能的智能设备,适用性更加广泛. 相似文献
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Knowing students' learning styles allows us to improve their experience in an educational environment. Particularly, the perception style is one of the most important dimensions of the learning styles since it describes the way students perceive the world as well as the kind of learning content they prefer. Several approaches to detect students' perception style according to Felder's model have been proposed. However, these approaches exhibit several limitations that make their implementation difficult. Thus, we propose a novel approach to detect the perception style of a student by analyzing his/her interaction with games, namely puzzle games. To carry out this detection, we track how students play a puzzle game and extract information about this interaction. Then, we train a Naive Bayes Classifier to infer the students' perception style by using the information extracted. We have evaluated our proposed approach with 47 Computer Engineering students. Experimental results showed that the perception style was successfully predicted through the use of games, with an accuracy of 85%. Finally, we conclude that games are a promising environment where the students' perception style can be detected. 相似文献
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Spatial ability has been recognized as a significant human skill involving the retrieval, retention, and transformation of visual information in a special context. The enhancement of the spatial ability and the effective method of training are rarely considered as an area of study in the education field. This study focuses on the enhancement of spatial visualization and mental rotation, which are two major components of spatial ability, through the practice of puzzle games. This study adopts an experimental approach to test whether the game is effective in facilitating student's development of spatial visualization and mental rotation. 79 primary school students in Taiwan are included to be volunteer participants. Two instruments are adopted to measure the participants' performance of spatial visualization and mental rotation. The research findings show that the designed puzzle games effectively improve the participants' abilities in spatial visualization and mental rotation and that the traditional puzzle games can only enhance participants' mental rotation. This study suggests that the theory-based design of multimedia games can offer a more effective learning environment for developing and improving cognitive skills. 相似文献
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Building on the promise shown in game-based learning research, this paper explores methods for Game-Based Learning Assessments (GBLA) using a variety of educational data mining techniques (EDM). GBLA research examines patterns of behaviors evident in game data logs for the measurement of implicit learning—the development of unarticulated knowledge that is not yet expressible on a test or formal assessment. This paper reports on the study of two digital games showing how the combination of human coding with EDM has enabled researchers to measure implicit learning of Physics. In the game Impulse, researchers combined human coding of video with educational data mining to create a set of automated detectors of students' implicit understanding of Newtonian mechanics. For Quantum Spectre, an optics puzzle game, human coding of Interaction Networks was used to identify common student errors. Findings show that several of our measures of student implicit learning within these games were significantly correlated with improvements in external postassessments. Methods and detailed findings were different for each type of game. These results suggest GBLA shows promise for future work such as adaptive games and in-class, data-driven formative assessments, but design of the assessment mechanics must be carefully crafted for each game. 相似文献
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从新工科背景下软件工程专业实践课程应用典型案例库的构建角度出发,以基于Cocos2d-x引擎的跨平台游戏开发为例,从软件的设计、开发、测试、运行几个环节详细介绍了一款跨平台休闲益智游戏—躲避刺豚君的全过程.Cocos2d-x游戏引擎的CocosCreator作为新出现的游戏开发工具,相比于其他游戏开发工具的特点、优势,... 相似文献
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开发了一款数字迷宫游戏,它是在数独的基础上运用四则运算衍生而成的一种组合型填数游戏.分析了用数对删减法和三链数删减法来解决数独及数字组合问题,尝试用这种数学方法生成行列无重复的数值矩阵.该方法效率高,能有效地防止其他算法可能产生的回溯现象.游戏的开发设计流程表明,该开发模式可广泛应用于IOS,Android等手机系统中同类游戏的开发,并制作成独立的产品. 相似文献
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Christopher Power Paul Cairns Alena Denisova Themis Papaioannou Ruth Gultrom 《International journal of human-computer interaction》2019,35(12):1033-1045
Uncertainty has previously been identified as an important ingredient of engaging games. Design in games can create different levels of uncertainty in players that they can recognize and describe as being either attributable to external forces, such as chance or hidden information, or internal to their own understanding of what to do in relation to their own goals. While it appears that uncertainty can contribute both positive and negative play experiences, there is little work in trying to operationalize and measure this concept as a component of player experience. Reported in this article is an analysis of data from over 700 players using modern bi-factor analysis techniques resulting in a five factor psychometric scale which captures the broad feelings of players about uncertainty in games. Three of these specific factors appear to point toward a single generic factor of uncertainty that is internal to the players, one captures experiences relating to external uncertainty, with the final factor relating to player’s experience of exploring the game to resolve uncertainty. In order to further validate the scale, we conducted an experiment with a commercial puzzle game manipulating the duration of play with predicted outcomes on the different specific factors of the scale. Overall the scale shows promise with good statistical reliability and construct validity of the separate factors and so will be a useful tool for further investigating player experiences in digital games. 相似文献