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Hangman Game

Transcript: Hangman Game: Python Chase Baker, Cristian Martinez, Jordyn Bibby Chase Baker, Cristian Martinez, Jordyn Bibby Introduction Intro What is the project? Our goals Why is it important What? What is our project? Hangman game through Python Our Goals Goals - We wanted to incorporate things we learned in class - (lists, loops, functions, boolean operations) - We wanted the game to be interactive and intuative for users, have a visual display of the hangman, allow players to track their guesses - We also wanted the game to have a random word function for single player games and an input function for two player Why we chose Hangman? Why? - We wanted to learn more about Python - Practice our programing skills - We wanted something that could be interactive with a user - This project also demostrates practical coding skills that we could use in a portfolio - We wanted something fun and nostalgic Methodology Methodology STEPS STEP 1 - WORDS Our first step was inputting words into our system and making sure its randomized. We imported the Natural Language Tool Kit and then wordnet, which is the English Dictionary. Wordnet works by grouping words together that are synonyms (synsets) and lemmas are the group of words in the synsets. We randomized both. STEP 2 - PEOPLE We had to create a function for 1 vs 2 player games. This was moreso a facial feature, as it made the game more intuitive. We added an or statement so that the game remained a 1 or 2 player game. 24-27 allowed us to use random words for 1 player and pick a word for two. STEP 3 - GUESSES We used a while true statement to create a never-ending loop. These codes show steps or responses to the user (what's in red). We used guess.isalpha function to make sure that letters are being guessed. 52-54 help us track the tries, 53 decreases the tries by 1, and 55-57 are used for once the player is out of tries STEP 4 - DISPLAY This is the function for the hangman display. The steps go by how many tries a player has left. STEP 5 - PLAY This is one of the most important features because it ties everything together. DEMO DEMO Hangman HANGMAN GAME https://colab.research.google.com/drive/1okGGeVHjVPcqpzZjXWcc2kYjvObHevlY#scrollTo=Yq2Y4okxSk4Z RESULTS RESULTS What were they? Results - Features FEATURES Results Results Overall the results were positive. We liked that the game hit all the points we wanted it to. They were also imformative becuase it helps us with trial and error a lot of times because sometimes the tries did not match the display, so it helped us fix that. Challenges Changes -Display Imaging/ play function - 1 and 2 Players Critical Evaluations Critical Eval - Time-management - User-experience - Versions Conclusion Conclusion This project was to improve our knowledge of Python, and to do this we created a hangman game. This game would have the capability to have 1 or 2 players, with the option to input your own word on the 2-player edition. It would also have coding using concepts we learned in class, while also making it efficient and learning new strategies. In the process of creating the game, we would run into issues like trouble-shooting to find specific issues, along with other technical issues. These allowed us to problem-solve and practice concepts to become more effective coders. This project is significant in many ways: we learned and practiced the technical side of coding in Python, while also learning real-life skills like management, interface design, and logical techniques. In the future, I think we would optimize the users' experience by creating themes and create more concise codes. Overall, the results of the project were what we envisioned and the actual process of creating the game was educational. USEFULNESS Usefulness -Concept Skills Loops, Boolean, String, etc. -Problem- Solving Debugging -User-interface -Management -Effective & Efficient Clear and Concise codes - Knowledge - Strategy - Results

Hangman Game

Transcript: Hangman! 1. Which country led the way for the rapid growth of world trade in the 19th century? 1. Answer: Great Britain 2. How did the British gain Hong Kong and greater trade privileges? (Two things) 2. Answer: Opium trade and war 3. Japan practiced extreme ____ that interfered with American financial and shipping interests. 3. Answer: Isolationism 4. What years did Western expansion peak? 4. Answer: 1880-1914 5. Imperialism is also known as _____. 5. Answer: The "White Man's Burden" 6. What was the most cruel colonial enterprise of the late 1800's? 6. Answer: The Congo 7. How was colonial conquest justified? 7. Answer: It was justified because it brought civilization and Christianity to the unenlightened regions 8. Who was the person responsible for the colonization of the Congo? 8. Answer: Leopold II of Belgium 9. Rudyard Kipling's works are most known for what? 9. Answer: His works demonstrate an appreciation of the Indian people and their culture? 10. Who did George Washington Williams expose as a fraud, and what was the name of the work? 10. Answer: He exposed Leopold II in "An Open Letter to His Serene Majesty Leopold II." 11. In the majority of his works Chinua Achebe's goal was to ______. 11. Answer: Foster respect for all people 12. What is Jawaharlal Nehru best known for? 12. Answer: He became India's first prime minister in 1947. 13. Who wrote the second coming? 13. Answer: William Butler Yates 14. Pablo Neruda focused on what major topics in his writings? 14. Answer: He focused on history (particulary U.S. and English conquest of Latin America), politics, and experience. 15. What marked the beginning of a new economic globalization? 15. Answer: The Industrial Revolution 16. Smith's provocative work wuickly emerged as the classic argument for what? 16. Answer: Economic Liberalism 17. The treaty that ended the Seven Year's War in Europe and the colonies was known as _____. 17. Answer: The Treaty of Paris 18. What laws controlled the import of goods to Britain and British colonies? 18. Answer: The Navigation Acts 19. Britain's commercial leadership in the 18th century had its origins in what? 19. Answer: The Mercantilism of the 17th century 20. The shore method of trading allowed what? 20. Answer: Allowed ships to move easily along the coast from market to market and to depart more quickly from the Americas. THE END!!! :) 17. Answer: The Treaty of Paris

HangMan....

Transcript: JTextFields, JButtons and Tool Tips JTextField - component a user can type a single line of text data JButtons - component used to trigger an action or make a selection when the user clicks it Tool Tips - pop up windows to help users understand ✳✱* A label is an uneditable component that is most often used provide information for a user. You can add(), remove(), setText(), setFont() JLabels More.... Utilizing the GUI in Java LayoutManager When you use swing components, you usually place them in a container. A container is a type of component that allows you to group items together and interact with them as one entity. Containers are defined in the Container class. A container can be either a window or a frame. A frame is preferred because it has a title bar and border. It also has several methods that can be used. A JFrame has multiple constructors: JFrame() JFrame(String title) JFrame(GraphicsConfiguration fc) JFrame (String title, GraphicsConfiguration fc) Event occurs when a user takes action Event-driven program - multiple events A component triggered is the source of the event An object interested in an event is a listener If you want an object to be a listener you have to register the object java.awt.event - prepares class to accept event messages event handler is a method waiting to react when an event is generated Setting Up GUI.... JCheckBox - consists of a label positioned beside a square you can click ButtonGroup - javax.swing package, allows you to group components JComboBox - A combo box is a component that combines a button or editable field and a drop down list Don't Forget... There are many types of constructors for JLabel. JLabel() JLabel(Icon image) JLabel(Icon image, int horizontalAlignment) JLabel(String text) JLabel(String text, Icon image, int horizontalAlignment) JLabel(String text, int horizontalAlignment) Event-Driven Programming Objectives : Light weight components that do not rely on local operating system. Include: JButton, JLabel Use: import javax.swing.*; When placing multiple components in a container, you must use the LayoutManager, if not the compenents are placed in the same region and hide each other. Flow Layout Manager - put components in a row When you extend your class with JFrame, you are turning your original class into a child class and utilizing the parent class. This is an example of inheritance. Inheritance enables one class to acquire all the behaviors and attributes of another class. Base Class - original class (aka Super Class or Parent Class) Derived Class - the class extending (aka subclass or child class) Utilize Java Classes like JFrame and JLabel Understand Swing components Identify string data problems Use Character and String class methods Use the StringBuilder and StringBuffer classes Containers Swing Components More Components Working with JLabels JFrame Extending the JFrame Add library: import java.awt.*; After you initiate a JFrame you must do the following: setVisible(true); give it a size - setSize(WIDTH, HEIGHT); give it a title on construction - JFrame aFrame = new JFrame ("Title Here"); Don't forget the x in javax when y import Swing Don't forget to use JFrame's setVisible to make JFrame visible Don't forget to use setLayout() when adding multiple components Don't forget to call validate() or repaint() after you add or remove a compenent after making them visible Don't forget that creating a ButtonGroup does not cause components to be groups, they must be added to group Don't forget that the ButtonGroup class does not begin with a J.

the hangman game

Transcript: SUBMITTED BY: Aanchal Agarwal Enrollment Number:160382 Aastha Sethia Enrollment Number:160383 Akshita Gupta Enrollment Number:160384 Akshita Gupta Enrollment Number:160385 Akshita Lodha Enrollment Number:160386 SCOPE AND FUTURE ENHANCEMENT There are no calculations in the code, but it does require a lot of loops. Now we have to implement loops that would: 1. Allow the user to use the cancel button 2. Check through the entire word to see if guess was correct 3. Display the hangman after every missed guess 4. Black Out letters already guessed 5. Stop the game if word was figured out. 6. Stop the game if player loses and display the answer Along with the loops we are planning to use classes and file management system , for storing the record of the player and the names This project allows the maker to learn and enhance his/her knowledge and skills in programming . The makers of this project learns to implement various aspects of object oriented programming which helps them in long run . USES OF THIS PROJECT 1.To enhance and upgrade the existing system by increasing its efficiency and effectiveness. 2.To make it more user friendly by using GUI(GRAPHICAL USER INTERFACE) 3.The system should be modifiable depending on the changing needs of the user. 4. The system can be updated by adding new words the hangman game OUTLINE WHY HANGMAN GAME? OBJECTIVE AND PURPOSE To implement the all the concepts of the Object Oriented Language C++.To enable Data Hiding,Encapsulation,Inheritance,etc.. The purpose of the program is to have some fun at work when you’ve finished all of your projects and you do not have internet access or games! The Hangman Game allows us as a programer to implement concepts like: 1.MODULARITY 2.DATA HIDING 3.ENCAPSULATION 4.INHERITANCE 5.FUNCTION OVERLOADING

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