28-Assignment-5-Hangman

28-Assignment-5-Hangman - CS106A Handout 28 Spring 2011 May...

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CS106A Handout 28 Spring 2011 May 4th, 2011 Assignment 5: Hangman Assignment handout by Eric Roberts, with revisions by Mehran Sahami and Steve Cooper. For this assignment, your mission is to write a program that plays the game of Hangman. As an assignment, Hangman serves two purposes. First, the program is designed to give you some practice writing programs that manipulate strings. Second, by extending the program using the graphical tools from Chapter 9, you will have a chance to work with multiple classes in a single application. (YEAH Hours: May 5 th at 7:00 p.m. in 420-041.) Due: Friday, May 13 th at 5:00 p.m. When the user plays Hangman, the computer first selects a secret word at random from a list built into the program. The program then prints out a row of dashes—one for each letter in the secret word and asks the user to guess a letter. If the user guesses a letter that is in the word, the word is redisplayed with all instances of that letter shown in the correct positions, along with any letters correctly guessed on previous turns. If the letter does not appear in the word, the user is charged with an incorrect guess. The user keeps guessing letters until either (1) the user has correctly guessed all the letters in the word or (2) the user has made eight incorrect guesses. Two sample runs that illustrate the play of the game are shown in Figure 1 on the next page. When children play Hangman, the real fascination (a somewhat morbid fascination, I suppose) from Hangman comes from the fact that incorrect guesses are recorded by drawing an evolving picture of the user being hanged at a scaffold. For each incorrect guess, a new part of a stick-figure body—first the head, then the body, then each arm, each leg, and finally each foot—is added to the scaffold until the hanging is complete. For example, the three diagrams below show the drawing after the first incorrect guess (just the head), the third (the head, body, and left arm), and the diagram at the tragic end of a losing game:
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program in three parts. The first part consists of getting the interactive part of the game working without any graphics at all and with a fixed set of secret words. The second part consists of building a separate class that maintains the scaffold diagram. The final part requires you to replace the supplied version of the secret word list with one that reads words from a file. The rest of this handout describes these three parts in more detail. Figure 1. Two sample runs of the Hangman program (console only) Note that your program only needs to be able to play the Hangman game once through (i.e., the player guessing one word), but it should be pretty easy to extend your program to allow the player to play multiple rounds (i.e., guessing a word multiple times). 2
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This note was uploaded on 05/28/2011 for the course CS 106A taught by Professor Sahami,m during the Spring '08 term at Stanford.

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28-Assignment-5-Hangman - CS106A Handout 28 Spring 2011 May...

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