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CS 251 Intermediate Programming: Lab 9: Hexagonal Minesweeper { Part 1: Mine Manager

In this lab, you will begin work on a minesweeper1 game played on a hexagonal grid.

You will be working on internal logic and bookkeeping independent of the game GUI which

you will write in the next assignment.

You are going to create a HexMineManager class to handle your game bookkeeping. You will

demonstrate its functionality in a TestHexMines class. 2 The HexMineManager should be

independent of any future GUI code.


Although the actual game will likely have a xed board size and number of mines (at least for

each diculty level), your class should be able to handle any positive integer values (within

reason. Obviously, you can’t have more mines than you have cells on the board).

You will need to identify locations in your game board, but it is up to you what coordinate

system you use. I recommend reading

before you try to reinvent the wheel.

Your class must provide the following functionality.

Construct a new manager of some specied size.

You may either create a roughly rectangular grid of with specied number of rows and

columns or create a hexagon with a specied width or radius.3

Place some specied number of mines on the board.

This might be done as part of the constructor, or you might choose to have a separate

method to place the mines.


2You may want some additional classes/interfaces to accomplish this, but I leave that design up to you.

3Or create multiple constructors and support both if you are feeling ambitious.


{ The nal game will use random mine placement, but for this test program, you

should have reproducible results each time it is run.

{ One simple way to have \random” behaviour that can be repeated is to use a

Random object that has been initialized with a xed seed.

Override toString to provide a string representation of your board. Cells are packed

in a hex grid rather than a square one, so your string representation should take that

into account and indicate the oset rows.

Be able to toggle a ag on a specied covered cell so the user will be able to mark

possible mines locations.

Uncover a specied covered (and unagged) cell.

{ If cell has a mine, uncover all unmined cells.

{ If cell doesn’t have a mine, reveal number of mined neighbors.

If cell didn’t have any mined neighbors, uncover all the neighbors and keep un-

covering any of them that also have no adjacent mines.


The purpose of this testing class is to demonstrate to us that your mine manager works

correctly, so you need to put it through its paces.

You should create at least two HexMineManager objects with separate sizes and number

of mines. Demonstrate that they operate independently of each other. (I want to make

sure you aren’t locked into just one conguration and that you aren’t making things

static inappropriately.)

Test manipulating cells on each manager.

{ Print out the string representation of the manager before you begin and after each

change to the manager.

Demonstrate uncovering a cell, revealing number of mined neighbors. Make

sure uncovering continues if there were no adjacent mines.

Demonstrate toggling a ag on a covered cell.

Repeat a few more tests with other locations.

{ After demonstrating each manager, repeat the tests with the rst manager again

to prove that it is independent of the second.

Don’t just copy and paste the same test code for each manager. Structure your code

sensibly with methods rather than writing one giant main method.

Your testing output should come from TestHexMines, not HexMineManager. Don’t

put console output in the middle of your mine manager logic.

I am providing you with example output from my testing code to give you an idea what

I’m expecting this to look like.


Turning in your assignment

Submit your,, and any other source les you

used for the project to UNM Learnable.


You are going to create a HexMineManager class to handle your game bookkeeping.
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