Subrina Thompson Spring 2016 Final Project Hangman Un 351808

Subrina Thompson Spring 2016 Final Project Hangman University Of B

Create a simple hangman game where one player chooses a secret word and the other players try to guess it by suggesting letters. The game should be implemented using a user-defined class and should continue until the user decides to end the game. The program should prompt the user for a word length, re-prompting if no words of that length exist, and for the number of guesses, which must be a positive integer. During gameplay, the program should display the remaining guesses, the used letters, and the current state of the word with unguessed letters as blanks. The game ends when the user guesses the word correctly or runs out of guesses, revealing the secret word if the player loses. After each game, the user should be prompted to play again.

Paper For Above instruction

Introduction

The game of Hangman is a classic word-guessing game that has been enjoyed for generations. It not only provides entertainment but also serves as an educational tool to enhance vocabulary and spelling skills. Developing a digital version of Hangman involves multiple programming concepts, including user input validation, string manipulation, loops, conditionals, and object-oriented programming. In this project, the game is implemented as a user-defined class, which encapsulates all game logic and data, offering a modular and organized approach. The core objective is to create an interactive, user-friendly Hangman game that can be played repeatedly with varying words and difficulty levels.

Design and Implementation

The implementation of the Hangman game relies on a dedicated class, hereafter referred to as HangmanGame. This class maintains the game state, processes user guesses, and controls the flow of the game. The design ensures that all functionalities—such as input validation, game progression, and display updates—are encapsulated within this class, promoting reusability and clarity.

Word Selection and Input Validation

One of the critical features of this implementation is the validation of user inputs. When prompted for a word length, the program uses an external word list (such as aFile dictionary or a pre-loaded list) to verify the existence of words of that length. If no words of the specified length exist, the program re-prompts the user, ensuring that gameplay is always possible. This validation is crucial for robustness and user experience. Similarly, the number of guesses entered must be a positive integer, with re-prompting if invalid data is provided.

Game Loop and User Interaction

Within the main game loop, the program displays the remaining guesses, the set of used letters, and the current masked word. It then prompts the user for a letter guess. The guess undergoes validation to check whether it has already been used, preventing repeated guesses. The game logic checks if the guessed letter exists in the secret word, updating the display accordingly. If the guess is incorrect, the remaining guesses are decremented. This process continues until such time as the user successfully guesses all letters in the word or exhausts their guesses.

Game Termination and Replay

At game conclusion, the program reveals the secret word if the user loses and congratulates the user if they win. It then prompts whether to play again. If the user responds affirmatively, the game state resets, and a new round begins with a different randomly selected word of the specified length. Otherwise, the program terminates gracefully.

Sample Run and User Experience

The provided sample runs illustrate the game's interactive nature. The prompt sequence guides players through input collection, displaying the current game status after each guess. The interface reveals used letters, current word progress, remaining guesses, and prompts for continued play. This continuous feedback loop enhances user engagement and clarity.

Conclusion

This Hangman game exemplifies the application of object-oriented programming principles in developing an interactive command-line game. The modular design, input validation, and user-centric interface contribute to a robust and enjoyable experience. Extending future versions could include graphical interfaces, scoring systems, or multiplayer modes to increase complexity and user engagement further.

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