battleship

The Battleship game!

4 months after

Battleship Challenge

Aim: Design Battleship Game in ruby.

Description of game

  • Follows simple rules with the aim of sinking an opponents ship.
  • There are two players.
  • Each player has a 10x10 grid, with cells A1 through J10
  • There are different sizes of ships which can be placed on the grid in the preparation stage of the game.
  • Each round, players take turn to guess where to launch an attack, aiming to hit their opponents ship.

Things to do

  • Implement the game!
  • Design system for user input
  • Think about how to keep track of hits and misses.
  • Unit tests. Integration tests.

Design considerations

  • Another developer should be able to use your code without needed to make significant changes to your classes. Classes should be open to another developer extending their use.
  • Don't have to worry about display? Flexible enough that we have to do little more than rename methods to get it to work with our display?
  • Structure of the code- if designed well then classes will not depend heavily on each other. If designed badly then the tests will have to be long integration tests instead of small unit tests.

Advance design considerations

  • Game state objects not tied directly to the way you are thinking of displaying it. Another developer might choose to display the game in terminal, on a web page, or as a web service accessed on a phone.
  • Code not directly tied to the input, so it is possible for another developer to add alternate input forms. Keyboard, mouse, gamepad, AI, website?
  • Keeping the game logic separate, so small variants to the rules could be added without having to change much of the other code and tests.

James own aims

  • Create potential for changing requirements somewhere, to encourage flexibility
  • Ensure that if there are any over complicated or time consuming parts, there is a black box gem/module which they can use to simplify the task.
  • Encourage thinking about code structure, and avoiding tight coupling. Ideally design the task so thinking about this happens as a side effect without directing students to think about it.

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