CS 51 Laboratory # 11
Apples
Objective: To practice using String methods.
Hangman is a simple game in which one person, the "drawer", thinks of a word and another person, the "guesser", tries to guess it. The game starts with the drawer writing down a row of dashes, with each dash representing one letter in the word. The guesser then repeatedly guesses a letter. If the letter appears in the word, the drawer replaces each appropriate dash with that letter. If the letter doesn't appear in the word, the drawer makes a note of that. The guesser is allowed some number of incorrect guesses before they lose the game. In our case they'll be allowed 8 incorrect guesses.
The name Hangman comes from the fact that instead of simply noting that the guesser has lost because they've guessed 8 letters that don't appear in the word, traditionally the drawer has drawn a feature of a hanging person for each incorrect letter, with the guesser losing when the complete figure of a hanging person has been drawn.
In our case we'll be playing a version of the above game called Apples. In this version, the drawer (your program) draws a tree with 8 apples, and each incorrect guess by the guesser causes one apple to fall off the tree. When all the apples are gone, the guesser has lost.
Below is our version of the game:
Your program will consist of four main classes:
We will provide complete implementations of the Dictionary class and the AppleGameDisplay classes, which are described in the following section. You'll need to write the other two, following the specifications below.
public Dictionary(String filename)and that it has one important method:
public String getRandomWord()
The file passed to the constructor should contain one word per line. We've included such a file and an appropriate constant in the AppleGameController class. The method gives you a random word from the dictionary.
public AppleGameDisplay(int numApples, DrawingCanvas canvas) public void fillTree() public int getNumApplesLeft() public void removeApple()
You can read the comments in the provided code to see more what these methods do, but most should be intiutive from their names.
The AppleGame class will manage the state of the game. This involves three basic things:
There are three basic things you'll need to keep track of: the word the person is trying to guess, the current state of the dashed word (i.e. the guesser's guessing) and what letters have been guessed so far.
The constructor for AppleGame should have the following signature:
public AppleGame(int numApples, String wordfile, DrawingCanvas canvas)and should have the following methods:
public void guessLetter(char c)which takes a character c and, if the character hasn't already been tried, determines whether or not it appears in the word, and updates both the text and the picture accordingly (remember our guesses are case insensitive).
public void newGame()which resets both the text and tree display, and which chooses a new word from the dictionary. The constructor for AppleGame should have the following signature:
public AppleGame(int numApples, String wordfile, DrawingCanvas canvas)
The user interacts with the game by entering a letter into the field and pressing enter. If the letter string entered is more than one character or is not a letter then the program should not respond, and should again prompt the user to enter a letter.
This week we will again require that you prepare a written "design" for your program before lab. You only need to provide a design for the AppleGame and AppleGameController classes since we provide the code for the other two classes. At the beginning of the lab, we'll come around and briefly examine each of your designs to make sure you are on the right track. At the same time, we'll assign a grade to your design.
As usual, we suggest a staged approach to the implementation of this program. This allows you to identify and deal with logical errors quickly. The size of your applet should be 300 pixels wide by 525 pixels tall.
The challenging string maniupulation question for this lab is how to update dashed word when a new letter is entered. There are many ways to do this, one reasonable way is to iterate through the characters in the word to be guessed, and if the character occurs in it, then update the dashed word. To do this, you can build up a new, temporary, dashed word as you go along, then when you get to the end replace the original dashed word with the temporary one. Think about this problem before beginning coding the guessLetter method!
The lab is due at 11 PM on Monday as usual. When your work is complete you should deposit in the dropoff folder a folder that contains your program and all of the usual files needed by Eclipse. Make sure the folder has your name and lab number on it (if you worked with a partner, include both names). Also make sure that your name(s) are included in the comment at the top of each Java source file.
Before turning in your work, be sure to double check both its logical organization and your style of presentation. Make your code as clear as possible and include appropriate comments describing major sections of code and declarations.
// Initializes the dictionary with the words in filename; assumes // one word per line. // only loads in first MAX_WORDS if filename is larger than that public Dictionary(String filename) // returns a randomly chosen word from the dictionary public String getRandomWord()
// constructor takes the number of apples and the canvas // draws the initial tree with numApples apples, randomly // placed. public AppleGameDisplay(int numApples, DrawingCanvas canvas) // resets the tree to show all apples public void fillTree() // returns the number of apples left on the tree public int getNumApplesLeft() // removes an apple from the tree public void removeApple() }
Grading Point AllocationsValue | Feature |
Design preparation (4 points total) | |
2 points | AppleGameController class |
2 points | AppleGame class |
Syntax style (5 points total) | |
2 points | Descriptive comments |
1 points | Good names |
1 points | Good use of constants |
1 point | Appropriate formatting |
Semantic style (4 points total) | |
1 point | Conditionals and loops |
1 point | General correctness/design/efficiency issues |
1 point | Parameters, variables, and scoping |
1 point | Miscellaneous |
Correctness (7 points total) | |
1 point | GUI works |
1 point | game stops and restarts correctly |
3 points | handles letters input correctly |
1 point | text display correct |
1 point | tree display correct |
Extra Credit (2 points maximum) | |
.5 point | Better text/tree graphics |
.5 point | Better interface |