Connect-Four/out/production/Four-In-A-Row/Plan.txt
2018-04-16 13:40:41 +02:00

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Two dimensional array.
Render each subarray from bottom to top.
Place each piece in the start of the array.
Let user choose from a button above each row where to place a chip.
Keep count of player names and colors, maybe with some text input.
objects.Player has name and color.
Turn + Events
Width = 7, Height = 6
Check from each block of a color (maybe keep track of blocked pieces for effectiveness).
Maybe allow for custom combinations required to win.
Game
- Winning Conditions
- board.Board
- GameObjects
- Random events
- Input/Output
- Players
Players
Class with info about player <- passive
- name
- color (of token)
Interface for a player's actions <- active
- Methods for throwing token into column.
- +Info
Input/Output
- Input interface
* int getNextColumn(objects.Player p); //Retrieve user input
- Output interface
* void displayBoard(board.IBoard b);
* void displayMessage(String s);
Random Events
- Interface events.IRandomEvent
* void act(board.IBoard b);
* String announcement();
events.IRandomEvent
Abstract events.RandomEvent implements events.IRandomEvent (void flipCoin // Does something if heads)
Shuffle extends events.RandomEvent
objects.GameObject
objects.Token
Owner instanceof objects.Player
GameObjects(objects.Token, empty)
* One class
* getColor();
Winning Conditions
- Interface events.IWinCondition
* boolean hasWon(objects.Player p, board.IBoard board);
"Main" method (Game)
- Outer loop: "While the game has not been finished"
1) Determine who's turn
2) Get next input: int j = input.getNextColumn(p);
3) Execute move: p throws in column j.
4) Check if p has won.
5) Update view (output.displayBoard())
6) events.RandomEvent.act();