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OOM Mini Project

Members
Pushkar Jain (IIT2014039)
Rydel Dcosta (IIT2014047)
Sudhanshu Monga (IIT2014082)

UNDER THE GUIDANCE OF

Prof. O.P. Vyas

Dr. Ranjana Vyas

H
A
N
G
M
A
N

ABOUT
The word to guess is represented by a row of
dashes, representing each letter of the word.
If the guessing player suggests a letter which occurs
in the word, the other player (CPU) writes it in all its
correct positions.
If the suggested letter or number does not occur in
the word, the CPU draws one element of a hanged
manstick figureas atally mark.
The game is over when -

YOU WIN!
The guessing player completes the
word, or guesses the whole word
correctly

YOU LOST!
The player completes the diagram

CLASS DIAGRAM

USE CASE DIAGRAM

CRC DIAGRAM
CPU
RESPONSIBLITY
selects a word
randomly
as per the difficulty
sets the word
length and fills in
the appropriate
blank spaces
updates the string
after every guess
points to win/loss

COLLABORATION
Player
Hangman

CRC (CONT.)

PLAYER

RESPONSIBLIT
Y
Choose
difficulty of
the words
Make
guesses

COLLABORATION

HANGMAN

CPU

RESPONSIBLIT
Y
Initialize

Hangman

objects of
other classes
Run the
main program

COLLABORATION
CPU
PLAYER

IN-GAME
EXPERIENCE

THREE LEVELS OF GAMEPLAY

MAKE YOUR MOVE

WHEN YOU MAKE A WRONG GUESS

WHEN YOU MAKE A RIGHT GUESS

WHEN YOU LOSE

WHEN YOU WIN

KEY POINTS

!!! NO DRAG AND DROP !!!

USE

OF SPECIALISED LAYOUT
MANGERS
LIKE:
CARD LAYOUT
GRIDBAG LAYOUT
GRID LAYOYT
FLOW LAYOUT
BORDER LAYOUT

USING

GIFs AS ImageIcon

ACCESSOR

AND MUTATOR METHODS

SPECIALIZED

COMPONENTS LIKE
RADIO BUTTONS, TOGGLE BUTTONS
AND CUSTOMIZED FONTS

THANK YOU

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