6.170 Laboratory in Software Engineering
Fall 2005
Final Project: Gizmoball
Due: See Schedule
Contents:

Note: Some 6.170 students have acquired Repetitive Strain Injuries (RSI) over the course of the final project in the past. Don't let it happen to you. It hurts. Please read the MIT web site about RSI before embarking on the final project.

Introduction

This handout describes one of the two final project choices you have this term, Gizmoball. For information on RSS Client, the other project, refer to handout devoted to it.

The goal of the project is to design, document, build, and test a program that plays Gizmoball. Gizmoball is a version of pinball, an arcade game in which the object is to keep a ball moving around in the game, without falling off the bottom of the playing area. The player controls a set of flippers that can bat at the ball as it falls.

The advantage of Gizmoball over a traditional pinball machine is that Gizmoball allows users to construct their own machine layout by placing gizmos (such as bumpers, flippers, and absorbers) on the playing field. These machine layouts may also form complicated "Rube Goldberg" contraptions that are intended to be watched rather than played. (If you don't know what a Rube Goldberg machine is, see http://www.anl.gov/Careers/Education/rube/ or http://www.rube-goldberg.com/). As an optional extension (after you have designed, documented, implemented, and tested all required functionality), you may create new varieties of gizmos that can be placed on a playing field.

Gizmoball Overview

Because this project is in part a design exercise, the assignment specifies what the user should be able to do and leaves it up to you to figure out what modules and interfaces are appropriate. This section gives an overview of Gizmoball. A more detailed specification is given in Appendix 1. To enable automated testing, your implementation must support a XML file format (defined in Appendix 2), in addition to the loosely-specified graphical user interface.

Gizmoball has a graphical user interface with two modes, building mode and running mode.

In building mode, a user can:

In running mode, the user can play the game.


A screenshot of one implementation of Gizmoball.
Your implementation will look different (depending on your choice of user interface), and your ball motion may not match the animation given exactly.

The picture above illustrates the most important features of Gizmoball.

Awards

Each team may enter its Gizmoball implementation into a class contest for one or more of the following awards:

Whether your program implements only the basic required functionality orextra gizmos etc. will not be considered when making the design award. However extra functionality that improves game-play or "Rube Goldberg" artistry will be an asset in competing for the other two awards.

Grading, Deliverables and Schedule

You'll do your project in phases, with the following milestones:

Phase Deliverables Due date
Preliminary Design Preliminary design document Wed. Nov. 9
Preliminary Release Source code, specifications, unit tests Mon. Nov. 21
Final Release Final design document, source code, specifications, unit tests, user manual, webstart packaging Mon. Dec. 5

Each team will receive a single grade for the final project, determined as follows:

Category Deliverable Due date % project grade Graded on
Design Preliminary design document Wed. Nov. 9 at 12 noon
15%
Are key issues identified?
Final design document Mon. Dec. 5 at 12 noon
15%
Is design clean, robust and flexible?
Team work Weekly meetings weekly
10%
Did team work well together? Did all members participate constructively?
Packaging User Manual Mon. Dec. 5 at 12 noon
8%
Is the tool easy to use? Is the user manual clear and helpful?
Webstart delivery of executable Mon. Dec. 5 at 12 noon
2%
Is the client packaged correctly?
Implementation Specifications, preliminary Mon. Nov. 21 at 12 noon
5%
Are important interfaces identified and crucial parts well documented in Javadoc?
Specifications, final Mon. Dec. 5 at 12 noon
5%
Are important interfaces well documented in Javadoc?
Unit tests, preliminary Mon. Nov. 21 at 12 noon
5%
Are there good unit tests for non-trivial classes?
Unit tests, final Mon. Dec. 5 at 12 noon
5%
Are there good unit tests for non-trivial classes?
Source code, preliminary Mon. Nov. 21 at 12 noon
15%
Is the code clean and well structured? Basic functionality working?
Source code, final Mon. Dec. 5 at 12 noon
15%
Is the code clean, well-structured and low in defects?

Here is what each of the deliverables should contain:

Some general points:

Weekly Meetings with TA

Each team will meet with its TA once a week for an hour. You should contack your TA to schedule these meetings. To receive full participation credit:

Although the progress document must be clear, it is short and informal. This document will form the basis of discussion during the meeting, and the TA will keep it on file as a record of progress made. The team should bring multiple copies to the meeting, one for each team member and one for the TA. This progress document should include the following information:

Resources

This section is full of information and links that will help you complete your final project.

Provided code

Animations in Java are quite challenging. You will use the java.awt and javax.swing packages to construct your graphical user interface (GUI). We have provided you with a demonstration program in Example.java that shows how to animate the movement of a ball bouncing around the window. It also demonstrates how to get your program to listen to user events, such as clicking on a toolbar button, pressing a key or dragging the mouse. All members of your group should be able to compile and execute this demo GUI.

We have also provided you with a library of physics routines (see Appendix 3) for calculating the dynamics of elastic collisions. You are welcome to use this code as is, or modify it in any way that you like.

Hints

General

Coding

You should acquire background knowledge about Swing before attempting to code your GUI. You can see Sun's Swing tutorial (particularly the quick tour).

Do not try to use the realtime clock in order to determine timing information. Instead, arrange to receive a timer event every 1/framesPerSecond and proceed to do the simulation and screen updates in response to this event. If you get behind and time slows down, so be it. A simple way to set this up is do use the javax.swing.Timer class, as in the example GUI. Using this approach will simplify the implementation of your code and will also avoid the need to deal with synchronization issues in a multi-threaded program.

If you are using Swing and wish to paint your own component, as you will need to do in order to actually draw the board, gizmos, and ball, you should extend javax.swing.JComponent and implement your own paint routines. In order to do this you will need to override the paint method of your JComponent to paint the board. The painting is done by calling methods on the supplied java.awt.Graphics object. Unless you explicitly turn it off, Swing components are automatically double-buffered to reduce flicker. If you do not understand this, do not worry about it. In addition to Graphics Java has an alternative graphics context java.awt.Graphics2D which provides more sophisticated capabilities than the traditional Graphics object. Note that the calls your components receive to paint(Graphics) will always have a Graphics2D passed as the argument, so if you want to work with Graphics2D, you may simply cast the Graphics object. You may implement Gizmoball using either style of graphics, but here are some differences which you might want to consider:

In order to respond to mouse and keyboard actions from the user you will want to create and install MouseListener, MouseMotionListener, and KeyListener all of which can be found in the java.awt.event package. Information about Java keycodes can be found in the documentation for java.awt.event.KeyEvent.

Keypress

The specifications for handling keyboard input in Gizmoball require that an object connected to a key is triggered when that key is pressed or released. This provides behavior similar to that of a real pinball game: hitting the button causes the flipper to swing upward and releasing the button causes the flipper to return to its rest position.

Keyboard events

The Java specifications for java.awt.event.KeyEvent describe three types of key events, KEY_PRESSED, KEY_TYPED, and KEY_RELEASED. The documentation suggests that KEY_PRESSED events occur when a key is actually depressed by the user and KEY_RELEASED events occur when the key is released. It would therefore seem reasonable to trigger when receiving a KEY_PRESSED or KEY_RELEASED event for a given key bound to a gizmo.

Unfortunately, most Java runtime environments fire multiple KEY_PRESSED and in some cases multiple KEY_RELEASED events when the user has only pressed the key once. Additionally, in some environments you may never receive the KEY_RELEASED events for an upstroke. This is because the behavior of KEY_PRESSED and KEY_RELEASED is system dependent. The behavior occurs through an interaction with the operating system's handling of key repeats that occur when you hold down a key for a period of time.

On Windows and MacOS

On Windows and MacOS, Java will produce multiple KEY_PRESSED events as the key is held down and only one KEY_RELEASED when the key is actually released. For example, holding down the 'A' key will generate these events:

PRESSED 'A'
PRESSED 'A'
...
RELEASED 'A'

On Unix

On Unix, multiple pairs of KEY_PRESSED and KEY_RELEASED are received as the key is held down:
PRESSED 'A'
RELEASED 'A'
PRESSED 'A'
RELEASED 'A'
...
PRESSED 'A'
RELEASED 'A'

Test Program

If you want to explore the behavior of your in your environment, you can use the KeypressTest class provided by the staff. The application will dump all keyboard events to the console for inspection.

The source code is available at KeypressTest.java

Solutions

You should feel free to handle this nuance of the Java API as you see fit. One easy solution is to shut off the operating system's automatic key press repeat mechanism and thereby cause the KEY_PRESSED and KEY_RELEASED events to more closely correspond to the actual actions of the user.

Asking the end user to perform settings such as these is acceptable, but should be included in your Gizmoball documentation.

An alternative solution is to take advantage of a special key listener decorator provided by the staff. The class is available in compiled form in the gizmo.jar file as staffui.MagicKeyListener. Refer to the documentation for MagicKeyListener or use the provided source code as your own starting point.


Appendix 1: Detailed Requirements

General

Your implementation must support two modes of execution: building and running. In building mode, the user can add gizmos to the playing area and can modify the existing ones. In running mode, a ball moves around the playing area and interacts with the gizmos.

Playing Area

To describe dimensions in the playing area, we define L be the basic distance unit, equal to the edge length of a square bumper. Corresponding to standard usage in the graphics community, the origin is in the UPPER left-hand corner with coordinates increasing to the right and DOWN.

The playing area must be at least 20 L wide by 20 L high. That is, 400 square bumpers could be placed on the playing area without overlapping. The upper left corner is (0,0) and the lower right corner is (20,20). When we say a gizmo is at a particular location, that means that the gizmo's origin is at that location. The origin of each of the standard gizmos is the upper left-hand corner of its bounding box, so the location furthest from the origin at which a gizmo may be placed is (19,19) on a 20L x 20L board. The origin of a ball is at its center.

During building mode, Gizmos should "snap" to a 1 L by 1 L grid. That is, a user may only place gizmos at locations (0,0), (0,1), (0,2), and so on.

During running mode the animation grid may be no coarser than 0.05 L by 0.05 L. Suppose that the ball is at (1,1) and is moving in the (1,0) direction -- that is, left to right -- at a rate of .05L per frame redraw. Then the ball should be displayed at least in positions (1,1), (1.05,1), (1.10,1), and can be displayed at more positions if you wish the animation to be smoother. Rotating flippers can be animated somewhat more coarsely; see the precise description of flippers below. If the ball is moving faster than the animation grid size per frame redraw, it need not be redrawn in each animation grid position.

Building Mode

In building mode the user can:

Running Mode

In running mode, the user can:

In running mode, Gizmoball should:

Standard Gizmos

There are seven standard gizmos that must be supported: bumpers (square, circular, and triangular), flippers (left and right), absorbers, and outer walls.

A coefficient of reflection of 1.0 means that the energy of the ball leaving the bumper is equal to the energy with which it hit the bumper, but the ball is traveling in a different direction. As an extension, you may support bumpers with coefficients above or below 1.0 as well.

Square Bumper

A square shape with edge length 1L
Trigger: generated whenever the ball hits it
Action: none required
Coefficient of reflection: 1.0

Circular Bumper

A circular shape with diameter 1L
Trigger: generated whenever the ball hits it
Action: none required
Coefficient of reflection: 1.0

Triangular Bumper

A right-triangular shape with sides of length 1L and hypotenuse of length Sqrt(2)L
Trigger: generated whenever the ball hits it
Action: none required
Coefficient of reflection: 1.0

Flipper

A generally rectangular rotating shape with bounding box of size 2Lx2L
Trigger: generated whenever the ball hits it
Action: rotates 90 degrees (see below)
Coefficient of reflection: 0.95 (but see below)

Flippers are required to come in two different varieties, left flippers and right flippers. A left flipper begins its rotation in a counter-clockwise and a right flipper begins its rotation in a clockwise direction.

During run mode, a flipper should never extend outside its bounding box. In edit mode the flipper should not be permitted to be placed in any way which would cause the flipper to extend outside of its bounding box during run mode, or would cause the flipper's bounding box to overlap with (the bounding box of) another gizmo.

The below pictures show flipper placements for various initial rotations. In run-mode, when a flipper is first triggered, it sweeps 90° in the direction indicated by the arrows. If triggered again, the flipper sweeps back 90° to the initial position.

In the pictures, the shape and design of the flippers are for illustrative purpose only -- your final design may differ.


Flipper initial placements and initial directions of rotation.

As with the three standard bumpers, a flipper generates a trigger whenever the ball hits it.

When a flipper's action is triggered, the flipper rotates at a constant angular velocity of 1080 degrees per second to a position 90 degrees away from its starting position. When its action is triggered a second time, the flipper rotates back to its original position at an angular velocity of 1080 degrees per second.

If its action is triggered while the flipper is rotating, the exact behavior is at your discretion. Here are some suggestions, but you are not limited to these options:

  1. Ignore triggers while the flipper is in motion. This behavior may be undesirable for the user because a single press and release of a key might not cause the flipper to return to its original position.
  2. Wait until the flipper finishes rotating (and responding to any previously-received triggers) before responding to the action. This behavior may be undesirable for the user because several quick keypresses in a row could cause the flipper to flip repeatedly for a long period of time.
  3. Queue at most one trigger during the initial forward motion and have no queue during the return motion. With this model, a keypress which generated two triggers would cause the flipper to flip and return, but quick repeated keypresses would not tie up the flipper for a long time.
  4. Respond to all triggers immediately. If a flipper is in a forward motion and is triggered, it will immediately switch to a backward motion. In this way, flippers with a key up and down as triggers will behave most like flippers in a real-world pinball game.

The standard coefficient of reflection for a flipper is 0.95. However, when computing the behavior of a ball bouncing off the flipper, you must account for the linear velocity of the part of the flipper that contacts the ball; therefore the ball may leave the flipper with a higher energy than it had when it reached it.

Absorber

A rectangle with integral-length sides
Trigger: generated whenever the ball hits it
Action: shoots out a stored ball (see below)
Coefficient of reflection: not applicable; the ball is captured

When a ball hits an absorber, the absorber stops the ball and holds it (unmoving) in the bottom right-hand corner of the absorber. The ball's center is .25L from the bottom of the absorber and .25L from the right side of the absorber.

If the absorber is holding a ball, then the action of an absorber, when it is triggered, is to shoot the ball straight upwards in the direction of the top of the playing area. By default, the initial velocity of the ball should be 50L/sec. (With the default gravity and the default values for friction, the value of 50L/sec gives the ball enough energy to lightly collide with the top wall, if the bottom of the absorber is at y=20L.) If the absorber is not holding the ball, or if the previously ejected ball has not yet left the absorber, then the absorber takes no action when it receives a trigger signal.

Absorbers cannot be rotated.

Outer Walls

Impermeable barriers surrounding the playfield.
Trigger: generated whenever the ball hits it
Action: none required
Coefficient of reflection: 1.0

A Gizmoball game supports exactly one set of outer walls. The user cannot move, delete, or rotate the outer walls. The outer walls lie just outside the playing area:

It is not required that the user be able to use the GUI to connect the trigger produced by the outer walls with any of the other gizmos. However, the standard file format does support this kind of connection.


Appendix 2: The Gizmoball File Format

Informal Description

Game files will be stored in a text file format known as XML which stands for eXtensible Markup Language. XML has a well-defined, treelike structure; thus, it is straightforward to check if an XML document is well-formed (as compared to an arbitary tab- or space- delimited file format). Because of XML's popularity, there are numerous parsers out there that convert the plain text of an XML file into usable objects. You can use the Xerces parser to read in the various xml files and create Java objects.

But before Xerces can create these Java objects, it makes sure that the file it is reading in validates against an XML Schema. An XML Schema is a file written in XML that defines the desired format for other XML files.

We provide you with an XML Schema gb_level.xsd that defines the text format for a level of gizmoball that your application must be able to load and save to. Any XML file that does not validate against the schema should be rejected by your application, and an appropriate error message should be displayed to the user.

If you are new to XML, then you may first want to read the w3schools tutorial on XML. The API for Xerces is located at http://xml.apache.org/xerces2-j/javadocs/api/index.html, but a good example of the parser in action is available here.

The following is an example of a very simple gizmoball level file:


<board>
<ball name="Ball" x="1.8" y="4.5" xVelocity="-3.4" yVelocity="-2.3" />
<gizmos>
<squareBumper name="Square" x="0" y="2" />
<circleBumper name="Circle" x="4" y="3" />
<triangleBumper name="Tri" x="1" y="1" orientation="270" />
<leftFlipper name="FlipL" x="10" y="7" orientation="0" />
<rightFlipper name="FlipR" x="12" y="7" orientation="0" />
<absorber name="Abs" x="0" y="19" width="20" height="1" />
</gizmos>
<connections>
<connect sourceGizmo="Square" targetGizmo="FlipL" />
<keyConnect key="32" keyDirection="up" targetGizmo="Abs" />
</connections>
</board>

The ball tag specifies the initial position and velocity of the ball. Because the ball can be at intermediate points within a particular square, the coordinates are specified as floating point numbers. For example:

 <ball name="Ball" x="1.8" y="4.5" xVelocity="-3.4" yVelocity="-2.3" />
places a ball with name Ball, center at (1.8,4.5), and an initial velocity of 3.4L per second to the left and 2.3L per second upward.

Each gizmo has a name and a location (x and y coordinates) where it will be placed. The triangleBumper and the flippers all require an orientation. This orientation can be "0", "90", "180", or "270" degrees, and refers to the clockwise rotation of the gizmo.

Triggers can be connected to actions with the connect tag. In the example above, FlipL's action will be triggered whenever the ball hits the bumper named Square.

The keyConnect tag specifies that the action of a gizmo is associated with a particular key being pressed or released. For example:

        <keyConnect key="32" keyDirection="up" targetGizmo="Abs" />
specifies that the gizmo named "Abs" should be activated whenever the space bar key is released ("32" is the decimal number that represents a space in ascii). Type man ascii and scroll down to the "Decimal" section to view all the mappings from decimal numbers to ascii characters).

Because you might also want to allow the outer walls to trigger various actions, the special identifier "OuterWalls" is reserved for it:

        <connect sourceGizmo="OuterWalls" targetGizmo="GIZ" />
This command would cause the ball hitting any of the outer walls trigger the action of the gizmo named by "GIZ".

The main board tag can optionally take arguments for gravity and friction. If the board was described with:

        <board gravity="16.0" friction1="0.0" friction2="0.0">
the gravity in the game would be reduced to only 16L/sec2 and all effects of friction would be removed.

Here are the contents of the gizmoball file for the example shown at the beginning of this document. It specifies a triangular bumper in the upper right-hand corner, a bunch of circular and square bumpers, and a few flippers. The actions of the upper flippers are triggered by the "space" (ascii 32) key, the actions of the lower flippers are triggered by the "q" (ascii 81) and "w" (ascii 87) keys, and also by hitting some of the circular bumpers. The action of the absorber is triggered both by the "delete" key (ascii 127) and also by the absorber itself! This allows the game to run continuously. Every time the ball hits the absorber, the absorber immediately shoots the ball back upwards again.

<board>
<ball name="Ball" x="1.0" y="11.0" xVelocity="0.0" yVelocity="0.0" />
<gizmos>
<squareBumper name="S02" x="0" y="2" />
<squareBumper name="S12" x="1" y="2" />
<squareBumper name="S22" x="2" y="2" />
<squareBumper name="S32" x="3" y="2" />
<squareBumper name="S42" x="4" y="2" />
<squareBumper name="S52" x="5" y="2" />
<squareBumper name="S62" x="6" y="2" />
<squareBumper name="S72" x="7" y="2" />
<squareBumper name="S82" x="8" y="2" />
<squareBumper name="S132" x="13" y="2" />
<squareBumper name="S142" x="14" y="2" />
<squareBumper name="S152" x="15" y="2" />
<squareBumper name="S162" x="16" y="2" />
<squareBumper name="S172" x="17" y="2" />
<squareBumper name="S182" x="18" y="2" />
<circleBumper name="C43" x="4" y="3" />
<circleBumper name="C54" x="5" y="4" />
<circleBumper name="C65" x="6" y="5" />
<circleBumper name="C76" x="7" y="6" />
<circleBumper name="C99" x="9" y="9" />
<circleBumper name="C109" x="10" y="9" />
<circleBumper name="C1110" x="11" y="10" />
<circleBumper name="C129" x="12" y="9" />
<circleBumper name="C139" x="13" y="9" />
<circleBumper name="C156" x="15" y="6" />
<circleBumper name="C165" x="16" y="5" />
<circleBumper name="C174" x="17" y="4" />
<circleBumper name="C183" x="18" y="3" />
<triangleBumper name="T" x="19" y="0" orientation="90" />
<triangleBumper name="T2" x="1" y="1" orientation="0" />
<leftFlipper name="LF92" x="9" y="2" orientation="0" />
<rightFlipper name="RF112" x="11" y="2" orientation="0" />
<leftFlipper name="LF87" x="8" y="7" orientation="0" />
<rightFlipper name="RF137" x="13" y="7" orientation="0" />
<absorber name="A" x="0" y="19" width="20" height="1" />
</gizmos>
<connections>
<connect sourceGizmo="C43" targetGizmo="LF87" />
<connect sourceGizmo="C54" targetGizmo="LF87" />
<connect sourceGizmo="C65" targetGizmo="LF87" />
<connect sourceGizmo="C76" targetGizmo="LF87" />
<connect sourceGizmo="C109" targetGizmo="LF87" />
<connect sourceGizmo="C1110" targetGizmo="LF87" />
<connect sourceGizmo="C139" targetGizmo="LF87" />
<connect sourceGizmo="C99" targetGizmo="RF137" />
<connect sourceGizmo="C1110" targetGizmo="RF137" />
<connect sourceGizmo="C129" targetGizmo="RF137" />
<connect sourceGizmo="C156" targetGizmo="RF137" />
<connect sourceGizmo="C165" targetGizmo="RF137" />
<connect sourceGizmo="C174" targetGizmo="RF137" />
<connect sourceGizmo="C183" targetGizmo="RF137" />
<connect sourceGizmo="A" targetGizmo="A" />
<keyConnect key="32" keyDirection="down" targetGizmo="LF92" />
<keyConnect key="32" keyDirection="up" targetGizmo="LF92" />
<keyConnect key="32" keyDirection="down" targetGizmo="RF112" />
<keyConnect key="32" keyDirection="up" targetGizmo="RF112" />
<keyConnect key="87" keyDirection="down" targetGizmo="RF137" />
<keyConnect key="87" keyDirection="up" targetGizmo="RF137" />
<keyConnect key="127" keyDirection="down" targetGizmo="A" />
<keyConnect key="81" keyDirection="down" targetGizmo="LF87" />
<keyConnect key="81" keyDirection="up" targetGizmo="LF87" />
</connections>
</board>

Semantics

We now describe each element defined in the specification, in turn.
<board gravity="FLOAT" friction1="FLOAT" friction2="FLOAT">
Defines a board. There must be exactly one of these tags in a valid gizmoball level file. The gravity of the board is set to gravity L/sec2 (default 25.0) in the downward direction. The global friction constants are set such that mu and mu2 (as described in the friction formula) are friction1 and friction2, respectively (both have a default value of 0.025).
The board tag encloses zero or one ball tags, followed by a gizmos tag and a connections tag.
<ball name="STRING" x="FLOAT" y="FLOAT" xVelocity="FLOAT" yVelocity="FLOAT" />
Creates a ball whose center is (x,y) and whose velocity is (xVelocity, yVelocity). Within the file, the name must be unique, and may be used later to refer to this specific ball.
<gizmos />
The gizmos tag is just used as a container for zero or more gizmos (squareBumper, circleBumper, triangleBumper, rightFlipper, leftFlipper, and absorber). It takes no attributes.
<squareBumper   name="STRING" x="INTEGER" y="INTEGER" />
<circleBumper name="STRING" x="INTEGER" y="INTEGER" />
<triangleBumper name="STRING" x="INTEGER" y="INTEGER" orientation="0|90|180|270" />
<rightFlipper name="STRING" x="INTEGER" y="INTEGER" orientation="0|90|180|270" />
<leftFlipper name="STRING" x="INTEGER" y="INTEGER" orientation="0|90|180|270" />
Creates the given gizmo with its upper left-corner at (x,y) and with the given orientation. Within the file, the name must be unique, and may be used later to refer to this specific gizmo. The "0" orientation for each orientable gizmo is:
triangleBumper
One corner in the north-east, one corner in the north-west, and the last corner in the south-west. The diagonal goes from the south-west corner to north-east corner.
leftFlipper
pivot in north-west corner, other end in south-west corner
rightFlipper
pivot in north-east corner, other end in south-east corner
When specified, the orientation attributed indicates a clockwise rotation of the whole gizmo compared to its default orientation.
<absorber name="STRING" x="INTEGER" y="INTEGER" width="INTEGER" height="INTEGER" />
Creates an absorber with its upper left-hand corner at (x,y) that is width wide and height tall. width and height must both be greater or equal to 1 and must not cause the absorber to extend off of the board. Within the file, the name must be unique, and may be used later to refer to this specific absorber.
<connections />
A tag that has no attributes. It is just a container for zero or more connections and keyConnections.
<connect sourceGizmo="STRING" targetGizmo="STRING" />
Makes the gizmo named by targetGizmo a consumer of the triggers produced by the gizmo described by sourceGizmo. That is, every time a ball hits sourceGizmo, targetGizmo's action will happen.
<keyConnect key="INTEGER"  keyDirection="down" targetGizmo="STRING" />
<keyConnect key="INTEGER" keyDirection="up" targetGizmo="STRING" />
Makes the item named by targetGizmo a consumer of the trigger produced when the key represented by key is pressed (or released, respectively).

The formal definition of the file format can be found in the schema gb_level.xsd.  Basically, the schema defines which elements it expects to see in an XML file and notes where the format may be extended.  (These extension points are denoted by either <xs:any> or <anyAttribute>.)  You don't have to understand the schema unless you want to extend it to support any new Gizmoball features you've designed.  If you want to extend the schema, the XML Schema Tutorial will be helpful.


Appendix 3: The physics package

The provided physics library consists of immutable abstract data types such as Angle, Vect, LineSegment, and Circle, as well as a class Geometry that contains static methods to model the physics of elastic collisions between balls and other circles and line segments. You are welcome to use or not use this code as you please, and to modify it to meet your needs.

Documentation for the physics package can be found in here.

Source for the physics library can be found in here. The jar file of our code is available here. While this source is provided in the event that you wish to examine or modify it, we strongly discourage you from modifying it. In the past, students who have not used the physics library as-is have had poor results on their projects. Most groups will not need to copy the source code to their own directories, add it to their CVS repositories, or compile it, but will just use the gizmo.jar file and examine the specifications.


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