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CS 342 Project#3 The Ancient Game of Morra

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Morra is a hand game that dates back thousands of years. The rules are simple. If a two
player game, each player (at the same time) must reveal their hand holding out zero to
five fingers; at the same time, they must call out their guess about how many fingers
total will be revealed by both players. If a player guesses correctly, they win a point. If
both players guess correctly, no points are awarded. If no one guesses correctly, no
points are awarded. The total number of points to win is determined before the game
starts.
Your implementation will be a two player game where each player is a separate client
and the game is run by a server. Your server and clients will use the same machine;
with the server choosing a port on the local host and clients knowing the local host and
port number (just as was demonstrated in class). Games will be played until one of the
players has two points. At the end of each game, each user will be able to play again or
quit.
All networking must be done utilizing Java Sockets (as shown in class). The server
must run on its own thread and handle each client on a separate thread. Each
client must connect and communicate with the server on a separate thread. You
may not use libraries or classes not included in the standard Java 8 release. You may
work in teams of two but do not have to.
Implementation Details:
You will create two separate programs, each with a GUI created in JavaFX, one for the
server and one for the client. Use the Maven templates provided.
For the server GUI:
– A way to chose the port number to listen to
– Have a button to turn on the server.
– Display the state of the game(you can display more info, this is the minimum):
– how many clients are connected to the server.
– what each player played.
– how many points each player has.
– if someone won the game.
– are they playing again.
– Any other GUI elements you feel are necessary for your implementation.
CS 342 Project#3 Fall 2019
Notes: Your server GUI must have a minimum of two scenes: an intro screen that allows
the user to input the port number and start the server and another that will display the
state of the game information. To display the game information, you must incorporate a
listView (as seen in class) with any other widgets used. Keep in mind, you can
dynamically add items to the listView without using an ArrayList.
For the server logic:
– It will only allow a game to start if there are two clients connected.
– It will notify a client if they are the only one connected.
– It will keep track of what each player played.
– It will evaluate who won each each round.
– It will evaluate if a client has won the game.
– It will update each client with the above items in time.
– It will do all things necessary to run the game.
It is expected that your server code will open, manage and close all resources needed
and handle all exceptions in a graceful way. For game play, each client will send the
server the number they are playing (0-5) and their total guess. The server will determine
who if anybody receives points and then update each client with what the other played,
guessed and the resulting state of the game.
If a client has won the hand and has reached two points, the server will send what the
other player played and guessed, the resulting state of the game and require each client
to make a choice as to play again or quit. If a player quits, the server will end that
connection. If one player quits and the other wants to play again, the server will notify
the client that they must wait for another person to connect. If both want to play again,
the server will start a new game.
For the client GUI:
– A way for the user to enter the port number and ip address to connect to
– A button to connect to the server.
– A way to display the points each player has.
– A way to display what the opponent played each round using images.
– A way to display what the opponent guessed each round.
– Clickable images to choose what to play.
– A way to make a guess on total played.
– A way to display messages from the server.
– Buttons to choose to play again or quit.
– Any other GUI elements you feel are necessary for your implementation.
CS 342 Project#3 Fall 2019
Notes: Your client GUI must have a minimum of three scenes: an intro screen that
allows the user to input the port number and ip address to connect to the server,
another that will display the state of the game information and game play and a third of
your choice. To display the game information, you must incorporate a listView (as seen
in class) with any other widgets used. Keep in mind, you can dynamically add items to
the listView without using an ArrayList. Buttons should be disabled when not in use or
when waiting for a response from the server.
For the client logic:
After entering the port number and ip address, the user will click to connect to the
server. When the server notifies that there is another client to play, the game will start.
The user will select what number to play and their total number guess and send to the
server. The server will respond with what the opponent played and guessed, who won
and what points were distributed. The client GUI will update with this information and
allow the user to either keep playing or, if someone has won, chose to either play again
or quit. Quit will end the client program. It is expected that your client code will open,
manage and close all resources needed and handle all exceptions in a graceful way.
Passing info between clients and server:
You must implement the MorraInfo class. class MorraInfo implements
Serializable{}
You will add serializable data members to this class that keep track of the state of
the game( i.e. int p1Points, int p2Points, String p1Plays, String p2Plays ,
Boolean have2players…..). This class will be used to send information back and
forth between the server and two clients. This is the only way you are allowed to
send and receive information.
Testing Code:
You are required to include JUnit 5 test cases for your program. Add these to the
src/test/java directory of your Maven Project.
UML Class Diagrams:
You are required to create a UML Class Diagram for the server and client programs;
including all classes, data members and methods of those classes, interfaces and
interactions between them. Format these as PDFs.
Use of templates found on the web:
You may use ideas from templates( fxml, css or other) for styling your programs found
on the web. You may not import those templates and pass them off as your own work. If
you use an idea or part of such template, include a reference to that work in the header
of the file where used. Failure to do this will result in academic misconduct charges.
CS 342 Project#3 Fall 2019
Electronic Submission:
If you worked in a group, only one of you needs to submit a project. You must include a
PDF file called Collaboration.pdf. In that document, put both of your names and netIds
as well as a description of who worked on what in the project. Zip the Maven projects
MorraClient_Project3_Sp2020, MorraServer_Project3_Sp2020, PDF of the class
diagrams and collaboration PDF , if you worked in a group, and name it with your netid
+ Project3: for example, I would have a submission called mhalle5Project3.zip, and
submit it to the link on Blackboard course website.
Assignment Details:
You may submit your code up to 24 hours late for a 10% penalty. Anything later than 24
hours will not be graded and result in a zero.
We will test all projects on the command line using Maven 3.6.1. You may develop
in any IDE you chose but make sure your project can be run on the command line
using Maven commands. Any project that does not run will result in a zero. If you
are unsure about using Maven, come see your TA or Professor.
Unless stated otherwise, all work submitted for grading *must* be done individually.
While we encourage you to talk to your peers and learn from them, this interaction must
be superficial with regards to all work submitted for grading. This means you *cannot*
work in teams, you cannot work side-by-side, you cannot submit someone else’s work
(partial or complete) as your own. The University’s policy is available here:
https://dos.uic.edu/conductforstudents.shtml.
In particular, note that you are guilty of academic dishonesty if you extend or receive
any kind of unauthorized assistance. Absolutely no transfer of program code between
students is permitted (paper or electronic), and you may not solicit code from family,
friends, or online forums. Other examples of academic dishonesty include emailing
your program to another student, copying-pasting code from the internet, working in a
group on a homework assignment, and allowing a tutor, TA, or another individual to
write an answer for you. It is also considered academic dishonesty if you click someone
else’s iClicker with the intent of answering for that student, whether for a quiz, exam, or
class participation. Academic dishonesty is unacceptable, and penalties range from a
letter grade drop to expulsion from the university; cases are handled via the official
student conduct process described at https://dos.uic.edu/conductforstudents.shtml.