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ABSTRACT

The project entitled “SKRIBBL HANGMAN" is a classical


word guessing game, it can be used to improve the vocabulary
skills of the user.Hangman is a game which doesn't require a
game board or anything else even a pen paper and a pencil.
In this game the system picks up a word and the user tries to
guess the letters in the word in the given number of chances. If
the user succeeds in guessing the word given by the system in
the given number of chances he gains a point.Else if he exceed
the given number of chances he will consider as loser.
Keywords: SKRIBBL , HANGMAN

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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.

This program has been created by keeping "Ease of Access" in


mind so that aperson can easily access the program.

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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.

The source code of this skribbl hangman project needs to be compiled in


Code::Blocks IDE using GCC compiler.

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.

So, it is basically a TWO PLAYER game.But in my project a single


player plays thegame and the rules are strictly followed by the
programme.

In this programming assignment I intend to implement the user


interface by which thecode takes input as letters of the word and checks
for its presence. Also another task isto reduce the no. of chances
(lifelines) one by one as the user keeps on guessing incorrect letters.
The gaming code will mainly contain the class Hangman which will
provide the list ofgood letters as well as the no. of chances given to a
user. The user can proceed in the game with no confusion. The overall
architechture can be thought of having three main parts which consist
of the following functionalities:-

1) Formulating a word list (with or without a hint) and store them in


a data structure with the list of all 26 alphabets of English
Language.

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.

3)Final word to be displayed if guessed wrongly else, interactive


message saying that"The Player is the winner"
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Minimum Hardware and
Software requirement

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-

Operation System : Windows XP with server pack 3


Or
Window 7

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SUMMARY

In this project we will learn function implementation in c++ and to


make a efficient Word guessing game. This game will surely help
students and small kids.

General Design Guidelines The following are general guidelines


associated with the calculator program:
I. The program should be “bomb-proof.” With the exception of
overflow and underflow, no user input should cause the program to
terminate abnormally.

II. This specification details minimum requirements for the


program.

III. These requirements should be met, any additional features or


functions, or other operational enhancements, may be added.

VI. The source language to be used is standard C++. Any non-


standard or system dependent features shall be avoided if at all
possible.

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METHODOLOGY

In this project the solution along with its output will store inside the
program.

The code will execute and will be generating ay random solution


which will be a word when user opted to play against computer. The
main features of this game are gives below:

This game can be played against a human as well as against


computer. First of all the user will be interacting with the initial
interface where he will be asked for inputing the choice to play
between the computer or a human and according to it.
All logic is designed and will be executed efficiently.

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MODULE DESCRIPTION

Starting Interface.

Playing against Human

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CONCLUSION

In this project we will learn function


implementation in C++ and implementation of
some advance header les such as vectors, le-
handling,string etc.
In addition we made use of STL in visual studio c+
+ that provides us data structures such as arrays,
vectors, queue, etc
The program is designed recursively and ends
when a user has won or lost..

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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

Kanetkar Programming in ANSI

C by E BalagurusamyComputer

Science with C++ by Sumita

AroraOOPs in C++ by Robert

Lafore

Web Sites

www.google.

com

en.wikipedia.

org

www.youtube

.com

www.learn-

c.org

who helped me to complete this project file.

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