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Hangman (Gui)
Hangman (Gui)
Members
Pushkar Jain (IIT2014039)
Rydel Dcosta (IIT2014047)
Sudhanshu Monga (IIT2014082)
H
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N
G
M
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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
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
KEY POINTS
USE
OF SPECIALISED LAYOUT
MANGERS
LIKE:
CARD LAYOUT
GRIDBAG LAYOUT
GRID LAYOYT
FLOW LAYOUT
BORDER LAYOUT
USING
GIFs AS ImageIcon
ACCESSOR
SPECIALIZED
COMPONENTS LIKE
RADIO BUTTONS, TOGGLE BUTTONS
AND CUSTOMIZED FONTS
THANK YOU