CSCI-1302 Project 2 Hang Man

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Project Introduction
In this project, pair programming teams will be randomly assigned and announced in class. Each team
will be required to design and implement a hangman game.
In this project, pair programming teams will be randomly assigned and announced
in class. Each team will be required to design and implement a souped-up version
of the classic game, Hangman. Hangman is traditionally a pen-and-paper game
where one player thinks of a word and the second person tries to guess it by
suggesting letters. The word to guess is represented by “blanks” where the
number of blanks is equal to the number of letters in the word. If the guessing
player correctly guesses a letter in the word, the other player will write all
occurrences of that letter in the word. If the guessed letter is not in the word, the
other player will draw one element in the hangman diagram, which is a
rudimentary image depicting a hanging man. An example image is shown on the
left, an image that is part of the public domain, designed by Kyle Siehl.
Let’s take a look at a sample run (which is excerpted from the Wikipedia entry on “Hangman”, found at
http://en.wikipedia.org/wiki/Hangman_(game)
Word: _ _ _ _ _ _ _
Guess: E
Misses:
Word: _ _ _ _ _ _ _
Guess: T
Misses:e
Word: _ _ _ _ _ _ _
Guess: A
Misses:e,t
Word: _ A _ _ _ A _
Guess: O
Misses:e,t
Word: _ A _ _ _ A _
Guess: I
Misses:e,o,t
Word: _ A _ _ _ A _
Guess: N
Misses:e,i,o,t
Word: _ A N _ _ A N
Guess: S
Misses:e,i,o,t
Word: _ A N _ _ A N
Guess: H
Misses:e,i,o,s,t
Word: H A N _ _ A N
Guess: R
Misses:e,i,o,s,t
Word: H A N _ _ A N
Guess:
Misses: e,i,o,r,s,t
GUESSER LOSES 
The game ends when either 1) the guesser has exhausted the number of misses (6: head, torso, right
arm, left arm, right leg, left leg) or 2) correctly guesses the word
You will implement capabilities for both human and computer players; that is, you can have one of the
following combinations:
Computer (guesser) Human (hangman operator)
Human (guesser) Human (hangman operator)
Each team must design and implement the following classes named as they are stated below. You may
choose to add more classes, if necessary:
In the case of an error, a human player should be prompted again to enter an open spot to mark. Your
team’s program must not crash or have any undesirable behavior when processing input.
Furthermore, three types of computer players must be programmed: NaiveComputerPlayer,
RandomComputerPlayer, and CutThroatComputerPlayer. The NaiveComputerPlayer will guess the
first letter, alphabetically, that has not been already guessed or played. The RandomComputerPlay will
randomly choose a letter not already guessed. The CutThroatComputerPlayer will use the provided
guessing code to make an educated guess.
Each team must design and implement all of the following classes named as they are stated below.
Your team may choose to add more classes if necessary.
1. Board – An interface class that defines operations of a game board
2. HangmanBoard – A class the implements the Board interface to hold a hangman board. A
board can be represented by using an array if you desire.
3. Player – A class that represents a player of the game
4. HumanPlayer – A subclass of Player that represents a human player defined above
5. ComputerPlayer – A subclass of Player that represents a computer player defined above
6. NaiveComputerPlayer – A subclass of ComputerPlayer defined above
7. RandomComputerPlayer – A subclass of ComputerPlayer defined above
8. CutThroatComputerPlayer – A subclass of ComputerPlayer defined above
9. Hangman – A class that contains the main method to run a game of tic-tac-toe
Input and Output requirements
The Hangman class must have a main method that can process two input arguments:
• The first input argument is Operator and the second input argument is Guesser.
• The possible value for the first argument will always computer.
o The computer will select a word from the dictionary file and display the appropriate
number of blanks, a list of the letters guessed, and anything else that is appropriate.
• The possible value for the second argument (Guesser) are human, naive, random, and cutthroat
representing a player from the computer class.
• arg[3] is optional, and this is a Boolean flag to log the action to a file called loggedgameplay.output. This is overwritten for each time.
• Your team’s program must support all player combinations i.e. human vs. human, naive vs.
java Hangman computer human
java Hangman computer naive
java Hangman computer cutthroat
java Hangman computer cutthroat
At the start of the game, you must display “Hangman Game” and an empty hangman board using print
statements as shown in example 1. DO NOT USE ANY GUI COMPONENTS TO DRAW THE BOARD! Notice
that “|” is used as a vertical separator, “——“ are used as horizontal separators.
For the player’s turn, prompt the player (whether it is a human or computer) for input, process the
input, and display an updated board if the input is valid. If a human player picks an invalid letter on the
board, show the error message that is in example 1 for the corresponding player and re-prompt the
player. Implement the input and output exactly as shown in example 1.
At the end of the game:
If Player X wins, print out the following
Game Over! You guessed the word!
If Player O wins, print out the following
Game Over! You died 🙁 The word was ….
Points
This project is worth 75 points towards your course grade. Grading of this programming project will use
the following rubric:
Proper documentation
(pre & post statements, commenting conditionals, not excessive commenting)
5 points
Design Requirements & Reflection Documents
Includes thoroughness of the design requirements and planning of the code, as well
as the reflection of the initial design specifications after the code was implemented
10 points
UML Diagram 10 points
Human Player
Passing test cases and properly handling “interesting” input
10 points
Computer Player: Random
Passing test cases and properly handling “interesting” input
10 points
Computer Player: Naive
Passing test cases and properly handling “interesting” input
10 points
Computer Player: Cutthroat
Passing test cases and properly handling “interesting” input
10 points
Pair Programming Review 10 points
Total: 75 points
Note: This is our approximate grading distribution. Point values may vary.
Extra Credit
1) Download and use JUnit for this project. By “use”, we mean establish test cases and make sure
they pass as you develop each method. Your deliverable for this will be including all the source
code for test cases, and a screenshot showing the JUnit dialog box / commandline successfully
running all your test cases. This is worth up to 5 points of extra credit.
2) Implement your own guessing code. If your code is quicker than Doc’s, you’ll gain an additional
bonus. This is worth up to 5 points of extra credit.
Submission Instructions
One project should be submitted per team
1. Create a folder in an Odin account called lastname1_lastname2_proj2 where lastname1 and
lastname2 are the two different last names of the team members.
2. Copy all thoroughly commented Java source files in the folder created in step 1.
3. Place a working makefile in the folder created in step 1 that has three directives:
a. compile: compiles all of the source code
b. run: runs an example of your program
c. clean: removes all class files
4. Add a readme file to the folder created in step 1 which has your name, your partner’s name
and clear instructions on how to compile and run your team’s program.
5. Remove all class files before submitting.
6. Navigate to the parent directory of the folder created in step 1 on Odin, and issue the command
below.
submit lastname1_lastname2_proj2 cs1302a
7. If the submission was successful, then a file that begins with rec will be created in the
submitted folder.