pengembangan permainan fig-jig puzzle dengan

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PENGEMBANGAN PERMAINAN
FIG-JIG PUZZLE
DENGAN IMPLEMENTASI
ALGORITMA DEPTH FIRST SEARCH (DFS)
TUGAS AKHIR
Oleh :
Mukti Handayani
NIM. 08560345
JURUSAN TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MUHAMMADIYAH MALANG
2015
PENGEMBANGAN PERMAINAN
FIG-JIG PUZZLE
DENGAN IMPLEMENTASI
ALGORITMA DEPTH FIRST SEARCH (DFS)
TUGAS AKHIR
Sebagai Persyaratan Guna Meraih Gelar Sarjana Strata 1
Teknik Informatika Universitas Muhammadiyah Malang
Oleh :
Mukti Handayani
NIM. 08560345
JURUSAN TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MUHAMMADIYAH MALANG
2015
KATA PENGANTAR
Alhamdulillah, segala puji bagi Allah SWT yang telah memberi petunjuk
dan serta melancarkan jalan sehingga penulis dapat menyelesaikan penelitian yang
berjudul “Pengembangan Permainan Fig-Jig Puzzle dengan Algoritma Depth
First Search (DFS)” ini.
Pada penelitian ini dibuat suatu aplikasi permainan puzzle yaitu Fig-Jig
Puzzle. Fig-Jig Puzzle merupakan pengembangan dari suatu teka-teki silang yang
berbasiskan angka. Hasil analisa dari aplikasi ini dibuat menggunakan bahasa
pemrograman Java dan menggunakan NetBeans sebagai pengembangan
aplikasinya. Penulis berharap apa yang telah dibuat ini menjadi suatu aplikasi
permainan puzzle yang menarik dan bermanfaat untuk dimainkan.
Penulis menyadari bahwa penelitian ini masih jauh dari kesempurnaan.
Oleh karena itu penulis mengaharapkan saran dan kritik membangun untuk
pengembangan kedepannya. Perangkat lunak ini juga masih membutuhkan
pengembangan lebih lanjut sehingga dapat lebih bermanfaat.
Akhir kata penulis mengucapkan terima kasih kepada semua pihak yang
telah membantu hingga tugas akhir ini terselesaikan.
Malang, Juli 2015
Penulis
iii
DAFTAR ISI
ABSTRAK .................................................................................................................i
ABSTRACT .................................................................................................................ii
KATA PENGANTAR ...............................................................................................iii
DAFTAR ISI ….. .......................................................................................................iv
DAFTAR GAMBAR ................................................................................................vii
DAFTAR TABEL .....................................................................................................ix
BAB I PENDAHULUAN ..........................................................................................1
1.1. Latar Belakang ...........................................................................................1
1.2. Rumusan Masalah......................................................................................3
1.3. Batasan Masalah ........................................................................................3
1.4. Tujuan Penelitian .......................................................................................3
1.5. Metodologi.................................................................................................3
1.6. Sistematika Penulisan ................................................................................4
BAB II LANDASAN TEORI ....................................................................................6
2.1. Game Puzzle ..............................................................................................6
2.1.1. Manfaat Bermain Game Puzzle .....................................................6
2.2. Fig-Jig Puzzle ............................................................................................6
2.3. Algoritma ...................................................................................................7
2.3.1. Struktur Dasar Algoritma ..............................................................7
2.4. Algoritma Depth First Search (DFS) ........................................................8
2.4.1. Fungsi dari Algoritma Depth First Search (DFS) .........................8
2.4.2. Keuntungan dan Kerugian Algoritma Depth First Search (DFS).8
2.4.3. Pseudo-code dari Algoritma Depth First Search (DFS) ...............9
2.4.4. Aturan Pada Algoritma Depth First Search (DFS) .......................9
2.4.5. Cara Kerja Algoritma Depth First Search (DFS) .........................11
2.5. Bahasa Pemrograman Java ........................................................................15
2.5.1. Perkembangan Teknologi Java .....................................................15
2.5.2. Pemrograman dengan Java ...........................................................16
iv
2.5.3. Kelebihan dan Kekurangan Java...................................................17
2.6. NetBeans ....................................................................................................19
BAB III ANALISIS DAN PERANCANGAN SISTEM ...........................................21
3.1. Analisis ......................................................................................................21
3.1.1. Analisis Permasalahan...................................................................21
3.1.2. Analisis Algoritma Depth First Search (DFS) ..............................22
3.2. Perancangan ...............................................................................................25
3.2.1 Perancangan Sistem........................................................................25
3.2.1.1. Flowchart Program Utama ...............................................25
3.2.1.2. Flowchart Menu Play .......................................................26
3.2.1.3. Flowchart Menu Tutorial .................................................27
3.2.1.4. Flowchart Menu About .....................................................27
3.2.1.5. Flowchart Menu Level ......................................................28
3.2.2. Perancangan UML (Unified Modeling Language) Diagram.........29
3.2.2.1. Use Case Diagram ............................................................29
3.2.2.2. Activity Diagram ...............................................................30
3.2.2.3. Sequence Diagram ............................................................31
3.2.2.4. Class Diagram ..................................................................32
3.2.3. Perancangan Interface ...................................................................32
3.2.4. Rancangan Perangkat Lunak .........................................................34
BAB IV IMPLEMENTASI DAN PENGUJIAN .......................................................35
4.1. Implementasi Sistem..................................................................................35
4.2. Kebutuhan Sistem ......................................................................................35
4.2.1. Kebutuhan Sistem Perangkat Keras ................................................35
4.2.2. Kebutuhan Sistem Perangkat Lunak................................................35
4.3. Implementasi Antar Muka (Interface) .......................................................36
4.3.1. Interface Menu Utama .....................................................................36
4.3.2. Interface Menu Play ........................................................................37
4.3.3. Interface Menu Level .......................................................................38
4.3.4. Interface Menu Tutorial ..................................................................39
v
4.3.5. Interface Menu About ......................................................................39
4.4. Pengujian ...................................................................................................40
4.4.1. Pengujian Aplikasi ...........................................................................40
4.4.2. Pengujian Kompleksitas Algoritma .................................................42
BAB V KESIMPULAN DAN SARAN .....................................................................46
5.1. Kesimpulan ...............................................................................................46
5.2. Saran …… .................................................................................................46
DAFTAR PUSTAKA ...............................................................................................47
vi
DAFTAR GAMBAR
Gambar 2.1. Contoh Fig-Jig Sederhana.....................................................................7
Gambar 2.2. Lintasan DFS .........................................................................................10
Gambar 2.3. Langkah awal ........................................................................................12
Gambar 2.4. Langkah 1 ..............................................................................................12
Gambar 2.5. Langkah 2 ..............................................................................................13
Gambar 2.6. Langkah 4 ..............................................................................................14
Gambar 2.7. Langkah 5 ..............................................................................................14
Gambar 2.8. Tahap-tahap Pemrograman Java ...........................................................16
Gambar 3.1. Kondisi Awal Keadaan Game ...............................................................23
Gambar 3.2. Kondisi Akhir Keadaan Game ..............................................................23
Gambar 3.3. Struktur Ruang Pohon yang Ditelurusi .................................................24
Gambar 3.4. Flowchart Program Utama ....................................................................25
Gambar 3.5. Flowchart Menu Play............................................................................26
Gambar 3.6. Flowchart Menu Tutorial ......................................................................27
Gambar 3.7. Flowchart Menu About .........................................................................27
Gambar 3.8. Flowchart Pilih Level Game .................................................................28
Gambar 3.9. Use Case Diagram Aplikasi..................................................................29
Gambar 3.10. Activity Diagram Aplikasi ...................................................................30
Gambar 3.11. Sequence Diagram Aplikasi ................................................................31
Gambar 3.12. Class Diagram Aplikasi ......................................................................32
Gambar 3.13. Rancangan Interface Dari Aplikasi .....................................................32
Gambar 3.14. Rancangan Interface Pemilihan Level .................................................33
Gambar 3.15. Rancangan Interface Aplikasi Fig-Jig ................................................34
Gambar 4.1. Interface Menu Utama Dari Aplikasi ....................................................36
Gambar 4.2. Interface Menu Play Pada Level 1 ........................................................37
Gambar 4.3. Interface Menu Play Pada Level 2 ........................................................37
Gambar 4.4. Interface Menu Play Pada Level 3 ........................................................38
Gambar 4.3. Interface Menu Memilih Level..............................................................38
vii
Gambar 4.4. Interface Menu Tutorial ........................................................................39
Gambar 4.5. Interface Menu About............................................................................39
Gambar 4.6. Level 1 yang Telah Terisi ......................................................................40
Gambar 4.7. Level 2 yang Telah Terisi ......................................................................41
Gambar 4.8. Level 3 yang Telah Terisi ......................................................................41
viii
DAFTAR TABEL
Tabel 2.1 Isi Stack Dalam DFS ..................................................................................10
ix
DAFTAR PUSTAKA
Supardi, Yuniar. 2010. Semua Bisa Menjadi Programmer Java (Basic
Programming). Jakarta: Elex Media Komputindo
Hakim, Rachmad., Sutarto. 2009. Mastering Java. Jakarta: Elex Media
Komputindo
Lukmana, Lukas. 2010. The 40 Best Java Applications. Jakarta: Elex Media
Komputindo
Hendrata, Edward. 2007. Pencarian Solusi Permainan Fig-Jig Menggunakan
Algoritma Runut-Balik. Makalah IF2251 Strategi Algoritmik. Program
Studi Teknik Informatika. Institut Teknologi Bandung.
Aprialdi, Dani. 2012. Implementasi Algoritma Depth-First Search Pada Game
Puzzle Angka. Bandung: Universitas Komputer Indonesia.
Rouf, Abdul. 2012. Pengujian Perangkat Lunak Dengan Menggunakan Metode
White Box dan Black Box. Sistem Informasi - STMIK HIMSYA
Semarang.
Setiadi, Robert. 2008. Algoritma Itu Mudah. Jakarta: PT Prima Infosarana Media
https://www.wikipedia.org/Cross-figure
https://www.wikipedia.org/Depth-first_search
https://id.wikipedia.org/wiki/Permainan
https://id.wikipedia.org/wiki/Teka-teki_silang
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