Consider a class that could be used to play a game of hangman. The class has the
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Consider a class that could be used to play a game of hangman. The class has the following attributes:
- The secret word.
- The disguised word, in which each unknown letter in the secret word is replaced with a question mark (?). For example, if the secret word is abracadabra and the letters a, b, and e have been guessed, the disguised word would be ab?a?a?ab?a.
- The number of guesses made.
- The number of incorrect guesses.
It will have the following methods:
- makeGuess(c) guesses that character c is in the word.
- getDisguisedWord returns a string containing correctly guessed letters in their correct positions and unknown letters replaced with ?.
- getSecretWord returns the secret word.
- getGuessCount returns the number of guesses made.
- isFound returns true if the hidden word has been discovered.
a. Write a method heading for each method.
b. Write preconditions and postconditions for each method.
c. Write some Java statements that test the class.
d. Implement the class.
e. List any additional methods and attributes needed in the implementation that were not listed in the original design. List any other changes made to the original design.
f. Write a program that implements the game of hangman using the class you wrote for Part d.
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Related Book For
Java An Introduction To Problem Solving And Programming
ISBN: 9780134462035
8th Edition
Authors: Walter Savitch
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