Professional Documents
Culture Documents
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MOTIVATION
The aim of this project is to provide a open source platform
where people comeand play against computer and can relax
out.(for entertainment purpose only)
And different strategies can used by the players for their strives
to win.
For this particular game, their will not be any specific test
case except that, i will have to check whether the code works
correctly or not for the words whichare to be guessed.Also by
giving wrong letters more than the numbers of chances, the
user is declared the loser.
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INTRODUCTION
This mini project is about a classic word guessing game called "HANGMAN'
where the user is given a word by the system and he has to guess it within the
given number of chances. If he does it then the user wins the game and he can go
to the next levels. The main objective of our mini project is it provides
entertainment for the user without the help of internet. The interesting aspect is
that it has pictorial output for the easy go of the user. The coding goes as follows.
The system gives the word to be guessed from the set of pre defined words by
using the randomize function and asks for the guess of the user and takes it as a
string and stores. the length of the original word that has been given and checks
the word entered by the user with the given word. The mistakes made by the user
in guessing the word can be counted and incremented using the variable
mistakes.If the number of mistakes reaches the MAXGUESS then the user losses
the game after the respective pictorial output for each mistake done. All this is
done in the module PRINTMISTAKES. The user can decide to continue the game
or not in the PLAYGAME module.
AIM-
The Aim of the project is to provide entertainment for the user without
thehelp of internet.
This program is created in such a manner that the user of this program feels free
to access it.
With the help of this game a person can often practice spelling, vocabulary or
just can have fun.
Users have the legal authority to fully access the program.And can
developtheir own strategy of guessing the word.
The SKRIBBL HANGMAN game illustrate “ how much with discretion one
canmake the best choice at each stage”.
GOALS-
This software can be used by anyone and one can have varied application in
the context of word formations and puzzles.Its knowledge can be valuable to
many other games like CROSSWORD and SCRABBLE.IO
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FEASIBALITY STUDY
Our code will generate a random word which has to be guessed by the
player. So,at theoutput screen will exist marked out blanks (short lines)
for each letter of a word.Then the player will guess a letter. If that letter
is in the word(s) then the project will write the letter at everyplace it
appears, and cross out that letter in the alphabet. If the letter isn't in the
word then we cross out the lifelines (which are usually a finite no. of
chances) from the list. The player will continue guessing the letters
until he can either solve the word (or phrase) or he will end up losing
all the lifelines and he will be declared a LOSER.
2) The actual method which does the logical reasoning , whether the
letter exists ornot , if yes , write it down at all the places else strike
off a lifeline. This forms themain part of the code.
Hardware Requirement-
Processor : Pentium 4
RAM : 512 MB RAM
Harddisk : 80GB or more
Monitor : 15” CRT, or LCD monitor
Keyboard : Normal or
Multimedia Mouse: Any
Compatible mouse
Software
Requirement-
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SUMMARY
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METHODOLOGY
In this project the solution along with its output will store inside the
program.
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MODULE DESCRIPTION
Starting Interface.
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CONCLUSION
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REFERENCE
I give thanks to my Project Co-ordinator Mr. Anurag Gupta and my
friends followed by:
Books
LET US C by Yashavant
C by E BalagurusamyComputer
Lafore
Web Sites
www.google.
com
en.wikipedia.
org
www.youtube
.com
www.learn-
c.org
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