DAFTAR ISI HALAMAN JUDUL... i HALAMAN PENGESAHAN... ii PERNYATAAN... iii KATA PENGANTAR... iv DAFTAR ISI... vi DAFTAR GAMBAR... ix DAFTAR TABEL... xii INTISARI... xiii ABSTRACT... xiv BAB I PENDAHULUAN... 1 1.1 Latar Belakang Masalah... 1 1.2 Rumusan Masalah... 2 1.3 Batasan Masalah... 3 1.4 Tujuan Penelitian... 3 1.5 Manfaat Penelitian... 3 1.6 Metodologi Penelitian... 4 1.7 Sistematika Penelitian... 5 BAB II TINJAUAN PUSTAKA... 7 BAB III DASAR TEORI... 9 3.1 Jakarta... 10 3.2 Sampah... 10 3.3 Jenis-jenis Sampah... 11 3.4 Sampah Jakarta... 12 3.5 Pengertian Game... 13 3.6 Perkembangan Game... 14 3.7 Jenis-jenis Game... 16 3.8 Genre Game... 17 3.9 Unity 3D... 19 3.10 Pemrograman C#... 20 3.11 Desktop... 22 vi
3.12 UML (Unified Modelling Language)... 24 3.12.1 Use Case Diagram... 25 3.12.2 Activity Diagram... 29 3.13 CorelDraw... 30 BAB IV ANALISIS DAN PERANCANGAN... 32 4.1 Analisis Konsep... 32 4.1.1 Cerita Game... 32 4.1.2 Genre Game... 32 4.1.3 Target Pengguna... 33 4.1.4 Kebutuhan Fungsional... 33 4.1.5 Kebutuhan Non-Fungsional Sistem... 33 4.1.6 Karakter Game... 34 4.1.7 Desain Scene... 35 4.1.8 Sound... 37 4.2 Perancangan game Trash Clean... 37 4.2.1 Perancangan Desain Antarmuka... 38 4.2.2 Perancangan Asset Game... 44 4.2.3 Game Flow... 46 4.2.4 Use Case Sistem Game... 47 4.2.5 Activity Diagram... 48 BAB V IMPLEMENTASI SISTEM... 51 5.1 Spesifikasi Sistem... 51 5.2 Implementasi Sistem... 51 5.2.1 Asset background... 52 5.2.2 Screen awal... 54 5.2.3 Main Menu... 54 5.2.4 Player... 55 5.2.5 Player Collision Detection... 57 5.2.6 Enemy... 58 5.2.7 Enemy AI walk... 59 5.2.8 Enemy AI attack... 59 5.2.9 Game Score... 60 vii
5.2.10 Game Sound... 60 5.2.11 Pause... 61 5.2.12 Lose... 62 5.2.13 Trash Bag coin... 63 5.2.14 Tampilan Win... 64 BAB VI HASIL PENGUJIAN DAN PEMBAHASAN... 65 6.1 Hasil implementasi dan pemasangan... 65 6.1.1 Splash Screen... 65 6.1.2 Screen awal... 66 6.1.3 Main Menu... 66 6.1.4 SubMenu level... 67 6.1.5 Tampilan Game... 68 6.1.6 Pause... 71 6.1.7 Tampilan Lose... 71 6.2 Test Case... 72 6.3 Hasil Pengujian... 74 BAB VII PENUTUP... 79 7.1 Kesimpulan... 79 7.2 Saran... 79 DAFTAR PUSTAKA... 81 viii
DAFTAR GAMBAR Gambar 3.1 Keluarga Bahasa C... 21 Gambar 3.2 Use case Diagram (Whitten dan Bentley, 2007)... 25 Gambar 3.3 Pelaku (actor) (Whitten dan Bentley, 2007)... 26 Gambar 3.4 Contoh hubungan gabungan/ asosiasi (Whitten dan Bentley, 2007). 27 Gambar 3.5 Contoh hubungan Extension (Whitten dan Bentley, 2007)... 27 Gambar 3.6 Contoh hubungan Uses (Whitten dan Bentley, 2007)... 28 Gambar 3.7 Contoh hubungan depends on (Whitten dan Bentley, 2007)... 28 Gambar 3.8 Contoh hubungan inheritance(whitten dan Bentley, 2007)... 29 Gambar 3.9 Contoh activity diagram... 30 Gambar 4.1 Clean dalam permainan... 34 Gambar 4.2 Menunjukkan tampilan trash... 35 Gambar 4.3 Berisi tampilan scene... 36 Gambar 4.4 Rancangan splash screen... 39 Gambar 4.5 Rancangan screen awal... 39 Gambar 4.6 Rancangan main menu... 40 Gambar 4.7 Rancangan Sublevel... 40 Gambar 4.8 Rancangan gameplay... 41 Gambar 4.9 Rancangan pause... 42 Gambar 4.10 Rancangan game over... 42 Gambar 4.11 Rancangan finish... 43 Gambar 4.12 Game flow chart... 46 Gambar 4.13 Use case diagram trash clean... 47 Gambar 4.14 Activity diagram memulai game... 48 Gambar 4.15 Activity diagram pergerakan karakter... 49 Gambar 4.16 Activity diagram player kalah... 49 Gambar 4.17 Activity diagram player menang... 50 Gambar 5.1 Menunjukkan tampilan background image untu tampilan awal game... 52 Gambar 5.2 Background image main menu... 52 Gambar 5.3 Background image pause... 53 Gambar 5.4 Background image scene 1-3... 53 ix
Gambar 5.5 Background image scene playing... 54 Gambar 5.6 Pseudocode Screen awal... 54 Gambar 5.7 Pseudocode Mainmenu... 55 Gambar 5.8 Tampilan animation controller... 55 Gambar 5.9 Tampilan pembuatan animasi... 56 Gambar 5.10 Pseudeon player movement... 56 Gambar 5.11 Tampilan Collision detector... 57 Gambar 5.12 Pseudocode player collision... 58 Gambar 5.13 Animation controller musuh... 59 Gambar 5.14 Pseudocode Enemy AI walk... 50 Gambar 5.15 Pseudocode Enemy AI attack... 60 Gambar 5.16 Pseudocode game score... 61 Gambar 5.17 Pseudocode game sound... 62 Gambar 5.18 Tampilan pause game dalam game... 62 Gambar 5.19 Pseudocode pause menu... 63 Gambar 5.20 Pseudocode lose... 63 Gambar 5.21 Tampilan lose... 64 Gambar 5.22 Pseudocode Trash Bag Coin... 64 Gambar 5.23 Pseudocode Tampilan win... 65 Gambar 6.1 Tampilan splash screen... 65 Gambar 6.2 Tampilan Screen awal... 66 Gambar 6.3 Tampilan main menu... 66 Gambar 6.4 Tampilan SubMenu level... 67 Gambar 6.5 Tampilan SubMenu level bagian 2... 67 Gambar 6.6 Tampilan Scene 1... 68 Gambar 6.7 Tampilan Scene 2... 69 Gambar 6.8 Tampilan Scene 2 menu utama unlocked... 69 Gambar 6.9 Tampilan Scene 3... 70 Gambar 6.10 Tampilan Scene 3 menu utama unlocked... 70 Gambar 6.11 Tampilan menu pause... 71 Gambar 6.12 Tampilan lose... 72 Gambar 6.13 Tampilan kuesioner pertanyaan awal dan 1-2... 75 x
Gambar 6.14 Tampilan kuesioner pertanyaan 3-5... 75 Gambar 6.15 Tampilan kuesioner pertanyaan 6-8... 76 xi
DAFTAR TABEL Tabel 2.1 Tabel Perbandingan Ketiga Game... 8 Tabel 4.1 Daftar asset image yang dibutuhkan... 44 Tabel 4.2 Daftar sound asset yang dibutuhkan... 45 Tabel 4.3 Daftar animation asset yang dibutuhkan... 45 Tabel 4.4 Daftar animation controller yang dibutuhkan... 45 Tabel 6.1 Tabel Uji Test Case... 72 Tabel 6.2 Tabel Hasil Kuesioner... 76 xii