Subrina Thompson Spring 2016 Final Project Hangman Universit
Subrina Thompson Spring 2016 Final Project Hangman University Of B
Create a simple hangman game. Hangman is played as follows: 1. One player chooses a secret word and writes out a number of dashes equal to the word length. 2. The other players guess letters, and if a guessed letter is in the word, all instances are revealed. Otherwise, the guess is incorrect. 3. The game ends when all letters are revealed or guesses run out.
The entire logic should be written in a user-defined class. The program should run until the user chooses to end it, and should prompt for a valid word length (existing words of that length), the number of guesses (greater than zero), and then handle guesses, display remaining guesses, used letters, and current word state. When guesses are exhausted or the word is guessed, reveal the word and ask if the user wants to play again.
Paper For Above instruction
The implementation of a Hangman game in software architecture requires careful consideration of design principles to ensure modularity, reusability, and user engagement. Utilizing a user-defined class to encapsulate game logic is fundamental to achieving an organized and flexible structure. This approach allows the separation of concerns, where the class manages game state, user interactions, and processing of guesses while the main program manages flow control and user prompts.
Designing the Hangman Game Class
The core class, called HangmanGame, should include attributes such as the secret word, the current display of guessed letters, the set of used letters, remaining guesses, and word length. The class's methods should handle initializing the game with user input, validating guesses, updating game state, and determining game over conditions. Methods like makeGuess(), displayStatus(), and checkWin() encapsulate functionality, facilitating readability and maintenance.
Game Initialization and User Prompts
When the user starts the program, it prompts for a word length, and re-prompts until a valid size is entered—one for which at least one English word exists. This can be validated by referencing a preloaded dictionary data structure, such as a list or set of words categorized by length. Next, the user specifies the number of guesses, which must be a positive integer.
Playing the Game
During gameplay, the program displays the number of guesses remaining, the letters used, and the current state of the word with unguessed letters represented as underscores. For each user guess, the program checks if the letter was already used, updates the display if correct, or deducts a guess if incorrect. The game continues until the player guesses the word or exhausts all guesses.
Handling End of Game and Replay
If the user wins, a congratulatory message is displayed; if the guesses run out, the secret word reveals itself, and the user is prompted whether to play again. This control flow is managed through a loop in the main program, which instantiates a new HangmanGame object for each game session, ensuring a clean state.
Documentation and Personalization
Proper documentation includes class comments, method descriptions, and inline comments explaining key logic. Personalizing the game can involve customizing the dictionary source, adding a graphical interface, or implementing difficulty levels. These enhancements improve user experience and adapt the program to specific learning or entertainment contexts.
Conclusion
In summary, encapsulating the Hangman game logic within a user-defined class promotes organized, maintainable, and extendable software. It aligns with object-oriented principles and offers clear pathways for future enhancements, such as advanced word selection algorithms or user interface improvements.
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