PROJECT REPORT
Knight Movement on HTML5Liem, Abraham Setya W
10.02.0025
2014/2015
FACULTY OF COMPUTER SCIENCE
SOEGIJAPRANATA CATHOLIC UNIVERSITY Jl. Pawiyatan Luhur IV/1, Bendan Duwur, SEMARANG 50234
Telp. 024-8441555 (hunting) Web: http://www.unika.ac.id
http://ikomunika.web.id/
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FOREWORD
Graduation is not the final goal of the lectures, but as a preparation to begin a new chapter of life. Create a project is the final step for obtained a Bachelor degree at Soegijapranata Catholic University. With His blessing and grace, finally I am able to complete project “Knight Movement on HTML5”.
This project can be completed with the help of many people from the beginning to the end. So in this opportunity, I would like to thanks :• My Lord and my savior, Jesus Christ that give me faith and courage to finishthis project.• My parents and my wife for their support, love, and pray.• My supervisor for assisting, guiding and giving me ideas and advice in finishing this project.• All of the lecturer of Faculty of Computer Science for teaching me and give me knowledge during my study in Faculty of Computer Science.• All of my friends from Faculty of Computer Science for supports.
Finally, I hope this project can be useful for the development of computer science, especially in the field of game.
Semarang, December 15th 2014
Liem, Abraham Setya W
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Table of Contents
CHAPTER I.................................................................................................................8
INTRODUCTION........................................................................................................8
1.1 Backgrounds..................................................................................................81.2 Scope.............................................................................................................81.3 Objective......................................................................................................10
CHAPTER II..............................................................................................................11
LITERATURE STUDY................................................................................................11
2.1 Literature Study...........................................................................................112.1.1 Array....................................................................................................112.1.2 HTML5..................................................................................................12
CHAPTER III.............................................................................................................13
PLANNING..............................................................................................................13
3.1 Research Methodologies.............................................................................133.2 Project Management...................................................................................14
CHAPTER IV............................................................................................................15
ANALYSIS AND DESIGN...........................................................................................15
4.1 Analysis4.1.1 Use Case Diagram.....................................................................................154.2 Design..........................................................................................................16
4.2.1 Flow Chart............................................................................................16CHAPTER V.............................................................................................................17
IMPLEMENTATION & TESTING...............................................................................17
5.1 Implementation...........................................................................................175.2 Testing........................................................................................................22
CHAPTER VI............................................................................................................25
CONCLUSION AND FURTHER RESEARCH................................................................25
REFERENCES
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Table of Figures
Table 3.2................................................................................................................14Figure 4.1.1 Use Case Diagram............................................................................15Figure 4.2.1 Flow Chart........................................................................................16Figure 5.2.1 Start Position.....................................................................................22Figure 5.2.2 Letter L Position................................................................................23Figure 5.2.3 End of Move......................................................................................24
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ABSTRACT
This application can be used for people who don't know how the
rules of running a knight while playing chess. This application can be run
at any web browser that supports javascript and html5. At the application
run, a knight appeared on the chessboard with the starting position a
middle of the board. Starting position the knight at the coordinates of 400
x 400 pixels.
Knight will run with rules letter "L". Knight will not occupy the same
box, which never crossed before. Knight can determine the upper limit,
right, left, and down on the chessboard / a knight can not cross the line
chess board. Knight run repeatedly until it can not place / box to run.
Applications can analyze the number of move a knight. The results
of the analysis of the number of steps can be stored at a knight txt file.
After a number of a knight move stored at a txt file, the user can restore
the a knight at the starting position.
Keyword : knight steps, knight track, knight rule, html5 chessboard, array 2 dimensional
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