I envisaged a Flash app which would accept a collection of "squares" , a collection of fixed tiles on the "board" and then a "rack" of "tiles". The display would be identical to the current graphics on the site with the addition of a score keeper and some extra buttons to reset the board, a score panel and drag and drop functionality to move tiles from the rack to the board.
From there my mind moved on to the bigger idea of coding a scrabble game using my newly acquired Java development and design skills. In this and future posts I will describe my design and coding process both as a personal development diary and as a tutorial for development. If anyone has any suggestions along the way about the way things are progressing I would encourage you to add comments to the relevant post.
After having the initial idea, my first thought was to get some ideas down on paper. I know that use cases are typically a good starting point but there are two issues here. First, I want to implement the application for WordBlog's website in Flash but am seeing the design in Java. This isn't a problem since Flash MX is (loosely) object oriented so I should be able to port some concepts over. This has created the issue of over-engineering and scope creep straight off the bat. I want to design the application correctly for future enhancements and expansions (good idea) but as a result i've had to expand the scope of the design to incorporate these features. I should then be able to take the class design for the elements essential to this phase of the design and implement them, in the knowledge that further development won't require a rework of the base classes.
Here's the initial design notes I planned out last night:
Play a whole game
Play a single player rack
Play multiplayer racks //each player faces the same random racks as the other. points deducted/added for speed e.g. 10 seconds = 100%, 20 seconds = 80%, 30 seconds = 60%, 40 secs 40%, 50 seconds 20%, 1 minute 0 and bad words forfeit rack
Play a single player whole game //play out the bag with random pics
Invite a player
Register as a player
Design a board
Design a rack
Place Hint //enter a word on your rack and find matching locations
Word Hint //Gives you suggested words for your rack
WordPlace Hint //what to spell and where to put it
Pass in the letter list and square definitions, including fixed tiles.
Drag a piece onto the board
Drag a piece off the board
Score the word
Lookup the word
Wait for network players
Letter : letter, value
Tile : letter, getValue
Board : 2d array of square objects, resetBoard(),
BoardSegment : Pointer to a start square and a count
Square : Tile object, bonusMultiplier(1/2/3), bonusType (w/l)
Bag : Collection of tile objects, resetBag(), removeRand(), removeSpecific(), pickTiles(Int numTiles)
Rack : Collection of tile objects, removeSpecificTile(), addTile(Tile), addTile(Tile), move(tile,square), move() //skip go
Move : tile, moveCounter, player and square
Players : Circular linked list of player objects
Player : rack, score, name
Game : players, finished flag, history
History : Array of moves, deleteMove(), playNextMove(),rollBackMoves(Int numberToRoll), rollBackMoves() //resets board,
This morning while I was creating an excel file with the list of classes, methods and data members I was able to see the picture a little clearer. I'll add the excel file in a subsequent post but basically:
- We have a class GameSystem which has many games.
- We have a class Game which has many Seats (gameplayers), MoveHistory, GameTiles, a Board and a Bag.
- GameTiles is a collection of Tiles for the game
- The Board is a collection of Squares
- A board segment has a start Square, a direction and a number of squares to define a view of a piece of the board
- Each Square has a current Tile, bonus multiplier and a bonus type
- Each Bag has a subset of the GameTiles collection (Note: Bag + sum of Racks + sum of Tiles on Squares = GameTiles collection)
- Each Tile has a Letter associated with it.
- Each Letter has a pointsvalue assigned to it based on the Game setup.
- The MoveHistory contains many Turns (a collection of one piece moves comprising a specific players turn
- Each turn has a GamePlayer associated with it. (Note: if a player is switched out of a seat, the system should still track the fact that the previous player was responsible for the turn)
- Each Seat has a Rack and a Player who is currently playing the rack.
- Each Rack has a set number of Tiles determined by the Game setup