1 PERANCANGAN GAME PUZZLE TURN ON 7 SEGMENT PADA OS ANDROID TUGAS AKHIR Diajukan Sebagai Syarat Untuk Memperoleh Gelar Sarjana S1 Di Fakultas Teknik U...
PERANCANGAN GAME PUZZLE TURN ON 7 SEGMENT PADA OS ANDROID
TUGAS AKHIR Diajukan Sebagai Syarat Untuk Memperoleh Gelar Sarjana S1 Di Fakultas Teknik Universitas Muhammadiyah Malang
Oleh : Akhmad Ari Wardhana 07560160
JURUSAN TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MUHAMMADIYAH MALANG 2013
LEMBAR PERSETUJUAN
PERANCANGAN GAME PUZZLE TURN ON 7 SEGMENT PADA OS ANDROID
TUGAS AKHIR
Diajukan Sebagai Syarat Untuk Memperoleh Gelar Sarjana S1 Di Fakultas Teknik Universitas Muhammadiyah Malang
Disusun Oleh :
Akhmad Ari Wardhana 07560160
Menyetujui,
Dosen Pembimbing I
Eko Budi Cahyono, S.Kom, MT. NIP. 108.9504.0330
Dosen Pembimbing II
Wahyu Andhyka Kusuma, S.Kom NIP. 072.006.8701
LEMBAR PENGESAHAN PERANCANGAN GAME PUZZLE TURN ON 7 SEGMENT PADA OS ANDROID TUGAS AKHIR Diajukan Sebagai Syarat Untuk Memperoleh Gelar Sarjana S1 Di Fakultas Teknik Universitas Muhammadiyah Malang
Disusun Oleh :
Akhmad Ari Wardhana 07560160 Tugas Akhir ini telah diuji dan dinyatakan lulus melalui sidang majelis penguji pada Tanggal 5 Bulan Oktober Tahun 2013
Menyetujui, Penguji I
Penguji II
Hardianto Wibowo, S.Kom
Lailatul Husniah, S.ST
Mengetahui, Ketua Jurusan Teknik Informatika
Eko Budi Cahyono, S.Kom, MT NIP 108.9504.0330
LEMBAR PERNYATAAN
Yang bertanda tangan dibawah ini : NAMA
: AKHMAD ARI WARDHANA
NIM
: 07560160
FAK./JUR.
: TEKNIK / TEKNIK INFORMATIKA
Dengan ini saya menyatakan bahwa Tugas Akhir dengan berjudul “PERANCANGAN GAME PUZZLE TURN ON 7 SEGMENT PADA OS ANDROID”
beserta seluruh isinya adalah karya saya sendiri dan bukan
merupakan karya tulis orang lain, baik sebagian maupun seluruhnya, kecuali dalam bentuk kutipan yang telah disebutkan sumbernya. Demikian surat pernyataan ini saya buat dengan sebenar-benarnya. Apabila kemudian ditemukan adanya pelanggaran terhadap etika keilmuan dalam karya saya ini, atau ada klaim dari pihak lain terhadap keaslian karya saya ini maka saya siap menanggung segala bentuk resiko atau sanksi yang berlaku.
Malang, 25 September 2013 Yang menyatakan,
Akhmad Ari Wardhana Mengetahui,
Dosen Pembimbing I
Eko Budi Cahyono, S.Kom, MT. NIP. 108.9504.0330
Dosen Pembimbing II
Wahyu Andhyka Kusuma, S.Kom NIP. 072.006.8701
DAFTAR ISI ABSTRAKSI ....................................................................................................i ABSTRACT...................................................................................................... ii LEMBAR PERSEMBAHAN ..........................................................................iii KATA PENGANTAR ......................................................................................v DAFTAR ISI ....................................................................................................vi DAFTAR GAMBAR ........................................................................................ix DAFTAR TABEL …. ......................................................................................xi BAB I.
PENDAHULUAN
1.1. LatarBelakang ....................................................................................1 1.2. Rumusan Masalah ..............................................................................2 1.3. Tujuan ...............................................................................................2 1.4. Batasan Masalah ................................................................................2 1.5. Metodologi ........................................................................................3 1.6. Sistematika Pembahasan ....................................................................4 BAB II. LANDASAN TEORI 2.1. Element User Interface Pada Game ....................................................6 2.2. Adroid SDK (Software Development Kit) ..........................................9 2.3. Mobile Games ...................................................................................10 2.4. Game Puzzle ......................................................................................11 2.5. Game Puzzle Terdahulu .....................................................................12 a. Where is my water? ........................................................................12 b. Angry Birds ...................................................................................14 BAB III. ANALISIS DAN PERANCANGAN SISTEM 3.1. AnalisaSistem ....................................................................................15 3.1.1. Analisa Kebutuhan Hardware ......................................................15 3.1.2. Analisa Kebutuhan Software .......................................................15 3.1.3. Skenario Game............................................................................16 3.1.3.1. Play/Continue.......................................................................16 3.1.3.2. Select level ...........................................................................17 3.1.3.3. Auto save .............................................................................18
3.1.3.4. Score ....................................................................................19 3.1.4. Kebutuhan Sistem .......................................................................19 3.1.4.1. Kebutuhan Non-Fungsional ..................................................19 3.1.4.2. Kebutuhan Fungsional ..........................................................19 3.2. Desain Sistem ....................................................................................19 3.2.1. Use Case .....................................................................................20 3.2.2. Activity Diagram .........................................................................23 3.2.2.1.
BAB IV. IMPLEMENTASI DAN PENGUJIAN 4.1. Implementasi .....................................................................................33 4.1.1. Implementasi Layout ...................................................................33 4.1.2. Implementasi Code......................................................................40 4.1.2. Implementasi Interface ................................................................50 4.2. Pengujian ...........................................................................................49 4.2.1. Pengujian Level ..........................................................................57 4.3. TabelKuesioner ..................................................................................68
BAB V. PENUTUP 5.1. Kesimpulan ........................................................................................69
5.2. Saran .................................................................................................70 DAFTAR PUSTAKA .......................................................................................71 LAMPIRAN.. ...................................................................................................72
DAFTAR GAMBAR Gambar 2.1. Contoh gameplay “Where is my water?”.. ......................................13 Gambar 2.2. Swampy tokoh utama dalam game “Where is my water?”.. ............13 Gambar
3.1.
Rancangan
sementara
interface
main
menu
...................................................................................................... 17 Gambar 3.2. Contoh Objek inputan puzzle. ........................................................18 Gambar 3.3. Contoh pattern pada puzzle ............................................................18 Gambar 3.4. Use case Diagram Game Puzzle .....................................................20 Gambar 3.5. Activity Diagram Play/Continue ....................................................23 Gambar 3.6. Activity Diagram Auto save ...........................................................24 Gambar 3.7. Activity Diagram menampilkan Object Dan Pattern ......................25 Gambar 3.8. Activity Diagram Menampilkan Score ..........................................25 Gambar 3.9. Sequence Diagram Play/Continue. .................................................26 Gambar 3.10. Sequence Diagram Menampilkan Object Dan Pattern . ................27 Gambar 3.11. Sequence Diagram Mengecheck Frequency . ...............................27 Gambar 3.12. Desain Main Menu ......................................................................28 Gambar 3.13. Desain Menu Select level ............................................................29 Gambar 3.14. Desain Menu tutorial ...................................................................30 Gambar 3.15. Desain Menu leaderboard ............................................................31 Gambar 3.16. Desain Game interface ................................................................32 Gambar 4.1. Layout main.xml. ...........................................................................34 Gambar 4.2. Tampilan main.xml ........................................................................35 Gambar 4.3.Layout level.xml .............................................................................36 Gambar 4.4.Tampilan layout level.xml. .............................................................37 Gambar 4.5. Layout level_tab.xml. ....................................................................37 Gambar 4.6.Tampilan layout level_tab.xml. .......................................................39 Gambar 4.7. Layout tutorial.xml ........................................................................38 Gambar 4.8. Tampilan layout tutorial.xml ..........................................................40 Gambar 4.9. Segment.java .................................................................................40 Gambar 4.10. NormalizedCoordinate.java. .........................................................41
Gambar 4.11. MapCoordinate.java. ....................................................................42 Gambar 4.12. Map.java ......................................................................................43 Gambar 4.13. NumberView.java ........................................................................44 Gambar 4.14. SegmentView.java .......................................................................46 Gambar 4.15. Main Menu ..................................................................................50 Gambar 4.16. Select level ..................................................................................51 Gambar 4.17. Segment Map Pada Gameplay......................................................52 Gambar 4.18. Number Drag Memasuki Segment Map. ......................................53 Gambar 4.19. Number Drag Ketika Memasuki Segment Map Disable. ..............53 Gambar 4.20. Segment Map Ketika Memasuki Area Cross Boarder ...................54 Gambar 4.21. Number Drag Ketika Memasuki Area Overlap .............................55 Gambar 4.22. Number Drop Pada Segment Map. ...............................................56 Gambar 4.23. Kondisi Finish Dan Notifikasi. .....................................................56 Gambar 4.24. Menu Leaderboard. ......................................................................57 Gambar 4.25. Perhitungan Index Child Pada Map ..............................................58 Gambar 4.26. Easy chapter 3 alternatif 1. ...........................................................59 Gambar 4.27. Easy chapter 3 alternatif 2. ...........................................................60 Gambar 4.28. Easy chapter 3 alternatif 3. ...........................................................61 Gambar 4.29. Normal chapter 2 alternatif 1........................................................62 Gambar 4.30. Normal chapter 2 alternatif 2........................................................63 Gambar 4.31. Normal chapter 2 alternatif 3........................................................64 Gambar 4.32. Hard chapter 1 alternatif 1.. ..........................................................65 Gambar 4.33. Hard chapter 1 alternatif 2............................................................66 Gambar 4.34. Hard chapter 1 alternatif 3.. ..........................................................67
DAFTAR TABEL Tabel 2.1. Tabel Use Case .................................................................................22 Tabel 4.1. Tabel Penilaian Kuesioner .................................................................68
DAFTAR PUSTAKA
[1]
Adi Nugroho. 2005. Rational Rose untuk Pemodelan Berorientasi Objek. Bandung : Informatika
[2]
AdiTaru N.N.W. 2010. Pemprograman Game dengan Java dan GTGE. Yogyakarta: ANDI
[3]
Gavin Fauzy Irwanto. 2010. Generator AngkaAcakDalam Game Sudoku Dengan Metode Backtracking Pada Android OS Mobile, Surabaya : ITS.
[4]
Indrajani,
Martin.
2004. Pemrograman Berorientasi Objek dengan
Java.Jakarta :PT.Elex Media Komputindo [5]
Mahdi Bashroni Rizal. 2011. Implementasi hukum fisika dalam game physics puzzle “Cannon Ball” Menggunakan Box2D. Surabaya:ITS.
[6]
Nazruddin Safaat H. 2011. Pemrograman Aplikasi Mobile Smartphone dan Tablet PC Berbasis Android. Jakarta :PT.Elex Media Komputindo
[7]
Riyanto, Suprapto, Hendri Indelarko. 2008. Pengembangan Aplikasi Manajemen Database dengan Java 2 (SE/ME/EE). Jogjakarta : Gava Media