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For this assignment we will be creating a simple BINGO game.

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For this assignment we will be creating a simple BINGO game. Your program will create a BINGO card, play through the game by entering “called” numbers, and determine when you have a

winning card. You’ll create a class for BINGO card that will deal with the creation of the card and any operations associated with it, and a second class that will contain your main method to call your other class and run the program. The wikipedia page contains information about the game if you need it, but the most relevant section is: “A typical Bingo game utilizes the numbers 1 through 75. The five columns of the card are labeled 'B', 'I', 'N', 'G', and 'O' from left to right. The center space is usually marked "Free" or "Free Space", and is considered automatically filled. The range of printed numbers that can appear on the card is normally restricted by column, with the 'B' column only containing numbers between 1 and 15 inclusive, the 'I' column containing only 16 through 30, 'N' containing 31 through

45, 'G' containing 46 through 60, and 'O' containing 61 through 75.” This tells us how the card should be constructed. The victory conditions are when you have a row, column, or diagonal filled.

 

Requirements:

Name your classes BINGOCardLastNameFirstName and BINGOGameLastNameFirstName.

Be sure to follow the above mentioned conventions in regards to card creation and victory conditions.

You should create a unique card each time the program is run, not a pre-entered one.

Make sure that you don’t have a card with repeated numbers on it.

All operations that deal with the card should happen through the BINGOCard class.

You’ll create an instance of your BINGOCard in your BINGOGame’s main which is how you’ll interact with it.

You can only import the Scanner class, everything else you need you will create or is already available to you.

 

Hints:

Making different methods to do various game activities (create the card [Constructor], print the card, check for win conditions, etc) will make things much easier.

For now, choosing a fairly naive way of marking the free space and called spaces may work best (we don’t need to preserve the original card, see the sample below).

Assume you’ll only have one card and will keep going until that card is a winner.

 

Submission:

Name your classes as detailed above and upload only the associated .java files to Moodle. You may leave your work as a draft as that will allow you to change the files you uploaded should you notice a problem or upload the wrong file. However, keep in mind, I will only see the time of the final file upload so please check your files as soon as you upload them. By submitting a file to be graded, whether draft or fully submitted, you are agreeing to the academic integrity policy as outlined in the syllabus and student handbook.

 

Sample Output:

Your output doesn’t need to match this exactly, this is just a quick run with my solution to give you an idea of one possibility. Note that I use 0’s to mark filled spaces since they aren’t a valid number for play via the rules, you can use this or any other way to mark the filled spaces.

Note that I have bold/underlined user input for clarity of where I typed something in. This isn’t something your program needs to do.

 

 

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