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If a player chooses to quit, the program should close. If the player chooses to load a game, the program should prompt for a filename.

If a player chooses to quit, the program should close. If the player chooses to load a game, the program
should prompt for a filename. After loading the game, play will continue from where it left off. The
format for saving and loading games will be provided in the subsequent assignment. If the player chooses
to start a new game, the program will ask for the names of two players, and the game will begin.
Please note that some squares on the board may be unplayable, and this rule is not part of the stan-
dard Othello game. However, the unplayable squares will remain the same in every game in the final
implementation. will select one by entering a number corresponding to the desired choice:
An offset starting position, the user will be subsequently asked to choose a number between 1 and
4 to indicate one of the following options
A non-standard, offset starting position.
A non-standard, offset starting position.
A non-standard, offset starting position.
A non-standard, offset starting position.
Four-by-Four Starting Position
Figure 3: A non-standard, but still centered Othello starting position.
Regardless of whether the game is started from a new game or loaded from an existing game, the current
player will have the following options:
A player may choose to save, concede or make a move
At the end of the game, the Board should record the outcome of the game, including the identity of the
losing or whether the game ended in a tie. An appropriate message should be displayed.
Please create a UML class diagram that includes the classes Game, Board, Position, Piece, and Player.
A Game should have a Board and Players. The Position class should be a parent class of Unplayable-
Position. Position should have a virtual method canPlay():boolean, with the return value being true for
playable positions that are empty. Polymorphism must (and should) be used. There is some flexibility in the design approach, but the play() method should loop, and the Board class
should store its pieces internally. The design should include methods to save the game, a static method
to load the game, a makeMove method to make a move, and methods to determine if a move converts
any pieces. Additionally, a method to check if there are any valid moves left is also necessary. Consider
the game rules and problem when including any additional methods, being mindful of which methods
should be public or private.
The classes should have constructors to provide an overview of the life-cycle of the elements of the game
or their construction.
UML Notes
Make use of UML Notes! It is acceptable to indicate in a UML Note that accessor/mutator methods
are not shown or can be interpreted based on fields. Use UML Notes to clarify important decisions and
provide additional information that is not well-communicated through the diagram itself. Generally, if
a note would be helpful for someone trying to implement the game based on the design, it is probably
a good note. The note should not describe implementation details but should instead explain how the
elements in the diagram fit together clearly.
Breaking up Diagrams
In some cases, a UML diagram may become too complex or difficult to understand in its entirety. In
these situations, it may be helpful to break the diagram into smaller, more manageable diagrams. This
can make the information easier to understand and give a clearer picture of the relationships between
the classes and their interactions.
When breaking down a UML diagram, it's important to keep the relationships between classes consistent
in each of the smaller diagrams. For example, if two classes have a relationship in one diagram, they
must have the same relationship in another diagram, even if they are only represented as stubs.
Breaking down a UML diagram can also make it easier to focus on specific aspects of the design and
make it easier to identify any potential issues. However, it's important to balance the need for detail
and simplicity, as too many smaller diagrams may become confusing and difficult to understand as well.
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