It's not just a song from summer camp, its an old-timey game: Here is a Video Explaining the rules. We will start with the machine that randomly chooses the Bingo Ball to be called. Next we will generate the player's BingoCard which the user needs to mark until a winning Bingo pattern is made. Finally we will make a BingoGame
class that will put all these elements together by showing the called numbers, the player's BingoCards and a BINGO button if the player thinks they have a winning Bingo Pattern.
First we will make a BingoBallHopper
class that will make all 75 bingo balls, and randomly selecting them one at a time, keeping track of which ones were called. To save time here is the BingoBall.java class, the BingoHopperTester, and the starter code BingoHopper.java. You just have to finish the constructor, the nextBall()
method and called() method
. Read the comments above each for the details.
Next we turn to the player's Bingo cards. We will make a clickable box for each square that we'll call the BingoCell
class, then make a 5×5 grid of these which we will call the BingoBoard
class.
The BingoCell
class would be a subclass of Cell that would add the attributes of a number and a font. It will have its own draw method that can draw its number. Here is a hint on how to do one of the Constructors:
Here is a hint on how to build upon the draw method of the parent class:
For now, let a cell that is “off” represent an uncalled number, and a “on” cell be one that the player has clicked on when that number is called. Later you may wish represent a called number differently. The class should have the following:
BingCell
class that uses one of the other Cell
class's constructors. Remember to have a parameter to initialize the BingoCell's numberdraw
method so that if the number is 0, it will draw “free” instead. Here is a hint:
You can test out your BingoCell class by adapting CellTester.java to construct new BingoCell
s in the resetCells()
method.
The rest would not need to be changed since a BingoCell
is a Cell
. (Eventually, your BingoBoard
class would be the ultimate test of your BingoCell
class) When you are done, the CellTester
application should look like something like this:
The BingoBoard
class will need:
import java.awt.*;
board
top
, left
for the top corner of the board should be drawnsize
for the of the BingoBoard. The board will be square, because of margins, the size of the BingoCells would be a fraction of the size.contains(int number)
that returns true if the number is in board, and false otherwise.randomInt(int min, int max)
that returns a random number from min to max, inclusive that is not already on the board (Hint: The number of possible choices would be Math.abs(max-min)+1
).BingoCell
s in board
to draw themselves.hasCornersSelected
method.
The “Extreme Programming” approach is to begin by writing one or more client classes of BingoBoard
to test each of these specifications. The first 4 can be done with a text based application, starting off with a simple one like
The draw method can be tested by BingoBoardTester that might look like this:
The BingoGame
class can have one or more BingoBoards and random numbers from 1-75 can be “called out.” These are randomly selected, but each number can only be called out once. The number called is only on the screen temporarily (you probably want to use the javax.swing.Timer like the Simon Game
It is up to the player to “dob” or select the ones that are called. There should be a bingo button for the player to press if they think they have a “Bingo”.