/janggi

2-player Janggi (Korean Chess). Designed with UML, made with Java, unit-tested with JUnit. UI using Swing. Term project for CPSC210: Software Construction.

Primary LanguageJavaMIT LicenseMIT

Janggi (Korean Chess)

A 2-player game for playing Janggi (Korean Chess). My brother and I used to play this in Calgary when we visited family when I was 7. I've admired the game since and coded a version of the game since wooden janggi boards are heavy.

Tech/Tools

  • Java Swing
  • JUnit (unit-testing)
  • JSON (persistence)
  • UML

Things I was scared of but that I got better at

  • Object-oriented programming

Images

image

This was my term project for CPSC210: Software Construction from Sept-Dec 2022, where I earned a grade of 99.55%. The small difference was due to running out of time for writing enough unit tests to satisfy the grader within the deadline (for an application of this size, 95 unit tests was insufficient).

Below is a picture of my UML. I really like it because it shows the amount of unnecessary effort I put into the project. After it, follows a write-up that goes more into the details of the project.

UML

UML_Design_Diagram-1

Proposal

"Casual Janggi" is an application where users are able to play the Korean chess game janggi against another player. Users will interact with a GUI to drop and place pieces on the board. Users are also able to open up several different games, which they can exit or enter as wanted. The application will display a pop-up message once a winner is decided. Users are those that are:

  • Knowledgeable in the rules of janggi
  • Sociable and have another user with whom they can play the game with

I am especially interested in this program due to my love for strategy games, military strategy, and my Korean heritage. I am also excited by the ability to program a challenging object-oriented program that still seems achievable within this course. There do not exist any easily searchable videos on programming a janggi game, so I will be able to exercise my intuitive and conceptual understanding of the concepts taught in CPS210. Finally, the extensibility of my program, such as the option to add an option to play against an AI in the future, excites me.

User Stories

  • As a user, I want to be able to create a new game and add it to my list of games
  • As a user, I want to be able to select a specific piece on the board and move it to a new position provided moving to that new position is valid for the piece I selected
  • As a user, I want to be able to surrender if I am no longer able to make valid moves
  • As a user, I want to be able to be able to remove my enemy's piece from the board if I move my piece to the position that my enemy's piece occupies
  • As a user, I want to be able to save my list of games to file
  • As a user, I want to be able to load my list of games from file

Instructions for Grader

  • You can generate the first required event related to adding Xs to a Y by clicking the "ADD GAME" button present in the main menu
  • You can generate the second required event related to adding Xs to a Y by selecting one of the added games in the scrolling pane of games on the right side of the main menu
  • You can locate my visual component by selecting a game and pressing play game. There, you will see an interactive janggi board for you to interact with.
  • You can save the state of my application by clicking the "SAVE GAMES" button in the main menu view.
  • You can reload the state of my application by clicking the "LOAD GAMES" button in the main menu view.

Phase 4: Task 2

Tue Nov 29 09:36:14 PST 2022 added game asdas

Tue Nov 29 09:36:16 PST 2022 added game gdf

Tue Nov 29 09:36:17 PST 2022 added game dfv

Tue Nov 29 09:36:34 PST 2022 Removed game dfv

Phase 4: Task 3

The changes that address design in terms of: 1) coupling and cohesion, 2) design patterns, and 3) micro-optimizations are as follows:

  • I can decrease coupling and increase cohesion in my UI package by more clearly delineating the responsibilities between my Views and Components. For example, while GameView and AddGameView moves the responsibility of generating components to separate component classes, MenuView does not. I can refactor my code by creating more classes in the "components" package for the components of my MenuView (such as a class called "ButtonsDisplay"). As my application grows, this will greatly improve cohesion and decrease coupling.

  • While the Composite Pattern does not apply, since my design does not have recursive hierarchical nesting, I could implement the Observer Pattern to manage the movement of pieces on the board. For example, Game can be an observer of Gameboard, updating the status of the Game whenever there is a change in the subject, the Gameboard.

  • For my application right now, the specific location of where the files are saved and loaded from does not matter, and for my final GUI, I only want files to be saved and loaded from the same file. I can implement the Singleton Pattern with JsonWriter and JsonReader to ensure that the instances for each class are always one, and only one, instance with a fixed string path to save files to.

  • I notice that GameManager and JanggiGui both have association arrows with multiplicity one to EventLog. For a small program such as mine, instantiating EventLog ahead of time has no noticeably significant impact on my application, but I would optimize the design by performing lazy instantiation of EventLog, giving a multiplicity of "0..1" and only instantiating EventLog right before we use it.