Snakes and Ladders
Snakes and Ladders
GAME
Submitted in partial fulfillment of the requirements of Second Year of
Bachelor of Computer Engineering
By
DHRUV MISHRA(32)
SUJAL TOTE(47)
LOKESH BADGUJAR(2)
RUDRA BADGUJAR(3)
GUIDE :
PROF. D. SONAWANE
UNIVERSITY OF MUMBAI
(2024-2025)
1
CERTIFICATE
(Prof. D. Sonawane)
Guide
2
KONKAN GYANPEETH COLLEGE OF ENGINEERING, KARJAT.
(Affiliated to University of Mumbai, Approved by A.I.C.T.E., New Delhi.
Konkan Gyanpeeth Shaikshanik Sankul, Vengaon Road, Dahivali, Karjat, Dist.-
Raigad.410201. (M.S.)
Department Of Computer Engineering
Examiners
1..........................................
2..........................................
Date.
Place.
3
Declaration
I/We declare that this written submission represents my/our ideas in my/our
own words and where others' ideas or words have been included, I/We have
adequately cited and referenced the original sources. I/We also declare that I/We
have adhered to all principles of academic honesty and integrity and have not
misrepresented or fabricated or falsified any idea/data/fact/source in my/our
submission. I/We understand that any violation of the above will be cause for
disciplinary action by the Institute and can also evoke penal action from the sources
which have thus not been properly cited or from whom proper permission has not
been taken when needed.
Date:
4
Acknowledgement
We would take this opportunity to thank our guide Prof. D. Sonawane for
providing timely assistant to our query and guidance that she gave owning
her experience in this age for past months. She had indeed been a lighthouse
for us in this journey.
5
INDEX
Abstract
1. Introduction………………………………………………………………………8-11
1.1 Introduction and Motivation
1.2 Existing System
1.3 Problem Statement
1.4 Objectives
1.5 Scope
1.6 Proposed System
2. Review Of Literature……………………………………………………………12-13
3. Requirement Analysis……………………………………………………………14-16
4. Implementations……………………………………………………………….17-27
5. Appendices……………………………………………………………………..28-29
6. Future Implementations…………………………………………………………..30
References…………………………………………………………………………..31
6
Abstract
Snake and Ladders, a traditional board game originating from ancient India,
has been widely studied for its educational, cultural, and algorithmic
significance. Initially designed to teach moral values through the
representation of virtues (ladders) and vices (snakes), the game has evolved
into a popular recreational activity. In modern contexts, Snake and Ladders
is often analyzed through game theory and probability, highlighting the
impact of randomness on gameplay and outcome prediction. This abstract
explores key aspects of Snake and Ladders, including its historical
significance, educational applications, and algorithmic design, particularly
in digital adaptations. The game’s simplicity and reliance on chance make it
an ideal subject for mini-projects involving programming and probability
simulation. By examining the placement of snakes and ladders, along with
algorithmic approaches to simulate dice rolls and player movement, this
review provides insight into the mechanics and learning potential of Snake
and Ladders as a mini-project in game development.
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8
Chapter 1
Introduction
1.1 Introduction
Snake and Ladders is a centuries-old board game that has gained widespread
popularity due to its simplicity and universal appeal. Originating in ancient
India, where it was known as "Moksha Patam," the game was initially
designed to teach moral lessons, with ladders symbolizing virtues and
snakes representing vices. Over time, it transformed into a global pastime,
enjoyed by people of all ages as a game of chance. The objective of the
game is straightforward: players roll a die to move their tokens across a
board, ascending ladders to move ahead and descending snakes to go
backward. The game's reliance on randomness, simplicity of rules, and
adaptability to both physical and digital formats have made it a subject of
study in fields such as probability theory, game design, and educational
technology.
In recent years, Snake and Ladders has been digitized and incorporated into
educational tools, particularly to teach basic concepts of mathematics,
probability, and decision-making to younger audiences. The game's
fundamental structure—based on dice rolls and random outcomes—has
inspired developers and educators alike to explore its potential for
interactive learning and algorithm development. The ability to simulate
randomness and visualize the consequences of chance-based decisions has
made Snake and Ladders an ideal candidate for projects involving
programming and game design.
The motivation behind studying and developing a mini-project on Snake
and Ladders stems from its rich educational potential and the technical
challenges it presents in a digital environment. First, the game's reliance on
9
probability offers an excellent platform to introduce students to key
concepts in statistics
10
and mathematics. By analyzing dice rolls and their impact on player
progression, students can gain hands-on experience with randomness,
expected outcomes, and probabilistic modeling. From a technical
perspective, creating a digital version of Snake and Ladders offers an
opportunity to explore algorithm design, particularly in relation to
simulating dice rolls, managing player movements, and dynamically placing
snakes and ladders. This involves incorporating random number generators,
designing user interfaces, and creating a fair yet engaging gameplay
experience. Additionally, the simplicity of the game mechanics makes it
accessible for beginners in programming while still allowing room for
innovation in areas like artificial intelligence, multiplayer functionality, and
difficulty scaling. The project also holds cultural significance, as the game
is rooted in the Indian tradition of teaching moral lessons. By exploring its
historical context and modern adaptations, developers can preserve the
game's educational value while modernizing it for today’s digital audiences.
This combination of educational, technical, and cultural motivations makes
Snake and Ladders a compelling mini-project for students and game
developers alike.
The existing system for Snake and Ladders can be classified one main
formas: physical board games..
Physical Board Games:
The traditional form of Snake and Ladders involves a simple board, dice,
and player tokens. The game is typically played by rolling a physical die
and moving the player's token based on the dice roll. The interaction with
ladders and snakes is straightforward: if a player lands on the bottom of a
ladder, they climb to the top; if they land on the head of a snake, they slide
back to its tail.
Limitations of Physical Boards:
i. Limited engagement: The game relies solely on chance with minimal
strategic interaction.
ii. No automation: Players must manually count moves, track positions, and
check for interactions with snakes and ladders, which can sometimes lead to
errors.
iii. Single-mode play: Generally limited to in-person interactions, lacking
dynamic features like AI opponents or online multiplayer functionality.
1.3 Problem Statement
The traditional game of Snake and Ladders, while popular and simple
to play, offers limited interaction and learning potential in both its physical
and digital forms. The game relies entirely on random dice rolls, resulting in
minimal player engagement beyond luck, with no opportunity for strategy or
deeper decision-making. Existing digital versions automate the gameplay
but are often repetitive, lack customization, and offer basic AI that does not
significantly challenge or engage users. Furthermore, these versions
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typically fail to incorporate meaningful educational or interactive elements,
particularly in teaching concepts like probability, decision-making, and
critical thinking.
1.4 Objectives
In the context of a mini-project, there is a need to develop a more
advanced version of Snake and Ladders that:
i. Enhances user engagement through customizable game boards, allowing
players to alter the placement of snakes and ladders to adjust difficulty.
ii. Improves AI complexity to offer more challenging gameplay in single-player
mode.
iii. Incorporates educational features that can help users understand concepts of
probability and randomness through interactive feedback and visual aids.
iv. Enables multiplayer functionality for both local and online play to extend its
social and competitive elements.
1.5 Scope
The scope of this mini-project involves the design and development of an
enhanced digital version of Snake and Ladders that addresses the limitations of
existing systems and introduces new features for a more interactive and
educational experience. The project will focus on the following key areas:
1. Game Mechanics:
o Implement the core mechanics of Snake and Ladders, including player
movement based on dice rolls, ladder ascents, and snake descents.
o Develop customizable game boards that allow users to modify the
placement and number of snakes and ladders, providing varied gameplay
and adjustable difficulty levels.
o Ensure that the game adheres to traditional rules while allowing flexibility
in board design.
2. Probability and Educational Features:
o Incorporate educational tools, such as visual feedback on probability,
expected outcomes, and randomness. This will help players, particularly
students, understand the influence of chance on game progression.
o Provide real-time insights on the statistical likelihood of winning based on
the player's position on the board, promoting learning through gameplay.
3. Multiplayer Mode:
o Implement both local multiplayer (for players on the same device) and
online multiplayer, allowing players to compete with friends or others
remotely.
o Introduce features such as player profiles, leaderboards, and matchmaking
for online play.
4. User Interface (UI) and User Experience (UX):
o Design an intuitive, user-friendly interface that appeals to both casual
gamers and those with educational interests.
o Provide an interactive game experience with animations for dice rolls,
player movements, and snake/ladder interactions.
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5. Technological Stack:
o Use appropriate programming languages and frameworks (e.g., Python,
JavaScript, or Unity) to develop the game with a smooth and responsive
interface.
o Ensure compatibility across multiple platforms (e.g., mobile, web, or
desktop), allowing users to play on various devices.
6. Testing and Optimization:
o Conduct thorough testing to ensure the game runs smoothly without
glitches, especially for dice roll simulations and AI interactions.
o Optimize the game for performance, particularly for online multiplayer to
avoid lag and delays.
13
14
Chapter 2
Review of literature
15
increase it. This randomness plays a critical role in the design of
digital versions of the game.
16
v. Digital Adaptation and Learning Applications: The rise of educational
games has sparked interest in using Snake and Ladders as a tool for teaching
mathematics and decision-making in digital formats. According to a study
by Ahmed et al. (2020), digital adaptations of the game have been integrated
into classrooms to teach basic addition, counting, and probability concepts
to younger students. By simulating dice rolls and player movements,
students can visualize the effects of randomness and develop a basic
understanding of probability.
A study by Li and Wong (2019) explored the integration of artificial
intelligence in the Snake and Ladders game, where AI opponents were
designed to simulate player behaviors. The study focused on enhancing user
engagement by analyzing user experience and predicting the optimal
challenge level through AI-generated moves.
vi. Algorithmic Approaches to Game Design: For mini projects and digital
recreations of Snake and Ladders, algorithmic approaches to generate
random movements and simulate player strategies have been an area of
focus. Tiwari et al. (2021) presented an algorithm for snake and ladder
placement that dynamically changes based on predefined parameters such as
game length and difficulty level. Their method showed how altering snake
and ladder placement directly influences gameplay outcomes.
Moreover, the use of random number generators to simulate dice rolls is a
fundamental aspect in digital versions. A basic linear congruential generator
is often used, as it ensures sufficient randomness and fairness in the game,
as highlighted by Singh (2022). Modern developments in machine learning
and AI could enable more sophisticated simulations and player prediction in
future versions of the game.
vii. Conclusion: The game of Snake and Ladders has evolved from its origins
as a philosophical teaching tool into a subject of study in fields like game
theory, educational technology, and artificial intelligence. The analysis of
probability, game mechanics, and digital adaptations has enriched our
understanding of how the game can be used in both educational settings and
entertainment. As modern programming techniques allow for more complex
simulations, the game continues to inspire projects that combine historical
context with modern digital innovations.
literature review summarizes key themes and findings from existing
research, connecting them to the modern adaptation of the Snake and
Ladders game as a mini-project in areas such as algorithm design,
probability theory, and AI applications.
17
Chapter 3
REQUIREMENT ANALYSIS
Objective: To develop a digital version of the Snake and Ladders game
using Python, providing an engaging and educational experience for players
of all ages. The game should include features such as customizable boards,
AI opponents, and educational tools to enhance learning about probability
and decision-making.
I . Functional Requirements:
These are the essential functions that the game must perform:
i. Game Initialization:
o The game should initialize a board with a default size (e.g., 10x10) and a
predefined set of snakes and ladders.
o Users should have the option to customize the board size and the placement
of snakes and ladders.
ii. Player Management:
o The game should allow for multiple players (both human and AI).
o Players can choose their avatars or tokens to represent themselves on the
board.
iii. Dice Rolling Mechanism:
o The game must implement a random number generator to simulate the
rolling of a dice (1-6).
o Players should be able to roll the dice and move their tokens accordingly.
iv. Movement Logic:
o If a player lands on the bottom of a ladder, they should move up to the top
of the ladder.
o If a player lands on the head of a snake, they should slide down to the tail of
the snake.
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v. Win Condition:
o The game should check for a win condition, determining when a player
reaches the last square on the board.
vi. Educational Tools:
o Provide visual feedback about the probabilities of landing on snakes or
ladders based on player positions.
o At the end of the game, display statistics about the gameplay, including the
number of rolls and encounters with snakes/ladders.
vii. Save and Load Game:
o The game should allow players to save their progress and load it later.
II. Non-Functional Requirements:
These are the performance and usability criteria that the game must meet:
i. Usability:
o The user interface should be simple, intuitive, and visually appealing.
o Instructions and gameplay mechanics should be easy to understand for
players of all ages.
ii. Performance:
o The game should run smoothly without lag, especially during online
multiplayer sessions.
o Random number generation for dice rolls must be quick and reliable.
iii. Compatibility:
o The game should be compatible across various platforms (Windows,
macOS, and Linux).
o If developed with a graphical interface, it should also support mobile
devices.
iv. Extensibility:
o The code should be modular, allowing for easy addition of new features,
such as new game modes or enhanced AI.
v. Testing:
o The game must be thoroughly tested for bugs and issues, ensuring all game
mechanics work as intended.
III. Technical Requirements:
The technical aspects that will be used to develop the game include:
i. Programming Language: Python
ii. Libraries/Frameworks:
o Pygame: For creating the graphical user interface (GUI) and handling game
events.
o Random: For generating random numbers for dice rolls.
o JSON or Pickle: For saving and loading game state data.
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iii. Development Environment:
o An Integrated Development Environment (IDE) such as PyCharm, VS
Code, or Jupyter Notebook for code development and testing.
iv. Version Control:
o Use of Git for version control to track changes and collaborate if needed.
4. User Roles:
The following roles will be defined for users of the game:
Player: Engages with the game, rolls the dice, moves tokens, and interacts
with game elements.
Admin (optional): May be included for managing game settings, such as
defining default boards, snakes, ladders, or viewing statistics.
5. Constraints:
Potential constraints and limitations to be aware of:
Time Constraints: Limited time for development may require prioritizing
essential features over additional enhancements.
System Resources: The game should be optimized to run on devices with
varying performance capabilities.
User Experience: Balancing educational elements without making the game
feel too instructional or tedious.
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21
Chapter 4
IMPLEMENTATIONS
import pygame
import random
import math
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Snake And Ladder')
clock = pygame.time.Clock()
# some Variables
crashed = False
pause = True
size = 25
roll = False
DONE1 = False
# colors used
back = (96,107,114)
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forg = (255,138,119)
darkback = (53,53,53)
boardclr = (255,199,95)
boardclr2 = (255,237,203)
snkclr = (168,187,92)
ladclr = (195,64,54)
pla1clr = (0,211,255)
pla2clr = (255,121,191)
# after Win
def WINNER():
pygame.draw.rect(gameDisplay,(back),(95,95,610,410))
pygame.draw.rect(gameDisplay,(darkback),(100,100,600,400))
pygame.draw.rect(gameDisplay,(back),(105,105,590,390))
smallText = pygame.font.SysFont("comicsansms",90)
textSurf, textRect = text_objects("GAME OVER", smallText ,
darkback)
textRect.center = ( (display_width//2), (display_height//2-100) )
gameDisplay.blit(textSurf, textRect)
smallText = pygame.font.SysFont("comicsansms",50)
textSurf, textRect = text_objects("WINNER : ", smallText , darkback)
textRect.center = ( (display_width//4+100), (display_height//2+100) )
gameDisplay.blit(textSurf, textRect)
smallText1 = pygame.font.SysFont("comicsansms",20)
textSurf, textRect = text_objects("Hit Space to Play", smallText1 ,
darkback)
textRect.center = ( (700), (580) )
gameDisplay.blit(textSurf, textRect)
if turn == 1:
pygame.draw.circle(gameDisplay,pla2.clr,((3*display_width//4),
(display_height//2+100)),60)
elif turn == 2:
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pygame.draw.circle(gameDisplay,pla1.clr,((3*display_width//4),
(display_height//2+100)),60)
temp = True
while temp:
global crashed ,DONE1
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
temp = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
global b
gameDisplay.fill(back)
b.__init__()
pla1.__init__(b,pla1clr)
pla2.__init__(b,pla2clr)
temp = False
DONE1=False
pygame.display.update()
#generate 2D Board 10 X 10
for i in range(0,10):
temp = []
for j in range(0,10):
x = j*60
y= i*60
temp.append((x,y,count))
count+=1
self.boardarr.append(temp)
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# genrate Random Ladders
self.ladders = []
self.countarr = [100,1]
nooflad = random.randint(4,8)
for i in range(nooflad):
val = True
while val:
rand1 = random.randint(1,100)
rand2 = random.randint(1,100)
diff = rand1-rand2
if diff>10 or diff < -10:
if rand1 not in self.countarr and rand2
not in self.countarr:
val = False
self.countarr.append(rand1)
self.countarr.append(rand2)
a = None
b = None
for x in self.boardarr:
for y in x:
if rand1 == y[2]:
a=y
if rand2 == y[2]:
b=y
self.ladders.append((a,b))
# genrate Random Snakes
noofsnk = random.randint(4,8)
self.snakes = []
for i in range(noofsnk):
val = True
while val:
rand1 = random.randint(1,100)
rand2 = random.randint(1,100)
diff = rand1-rand2
if diff>10 or diff < -10:
if rand1 not in self.countarr and rand2
not in self.countarr:
val = False
25
self.countarr.append(rand1)
self.countarr.append(rand2)
a = None
b = None
for x in self.boardarr:
for y in x:
if rand1 == y[2]:
a=y
if rand2 == y[2]:
b=y
self.snakes.append([a,b])
def draw(self):
for i in self.boardarr:
for j in i:
if int(j[2])%2 ==0:
colorb = boardclr
else:
colorb = boardclr2
pygame.draw.rect(gameDisplay,(colorb),
(j[0],j[1],59,59))
smallText =
pygame.font.SysFont("comicsansms",20)
textSurf, textRect = text_objects(str(j[2]),
smallText , darkback)
textRect.center = ( (j[0]+(60//2)),
(j[1]+(60//2)) )
gameDisplay.blit(textSurf, textRect)
for x in self.ladders:
pygame.draw.line(gameDisplay , (ladclr) , (x[0]
[0]+20,x[0][1]+30),(x[1][0]+20,x[1][1]+30),3)
pygame.draw.line(gameDisplay , (ladclr) , (x[0]
[0]+40,x[0][1]+30),(x[1][0]+40,x[1][1]+30),3)
for x in self.snakes:
pygame.draw.line(gameDisplay , (snkclr) , (x[0]
[0]+30,x[0][1]+30),(x[1][0]+30,x[1][1]+30),8)
# player class
26
class player:
def __init__(self,B,clr):
self.val = 100
self.xpos = None
self.ypos = None
self.barr = B.boardarr
self.lad = B.ladders
self.snk = B.snakes
self.clr = clr
self.size = random.randint(15,25)
for x in self.barr:
for y in x:
if self.val == y[2]:
a=y
self.xpos = y[0]
self.ypos = y[1]
def move(self,no):
if self.val-no > 0 :
self.val -=no
else:
print("You can not move")
if self.val ==1 :
print("+=+"*10+" YOU WIN "+"+=+"*10)
global DONE1
DONE1 = True
for x in self.barr:
for y in x:
if self.val == y[2]:
a=y
self.xpos = y[0]
self.ypos = y[1]
for l in self.lad:
if (self.ypos == l[0][1] and self.xpos == l[0][0]) or
(self.ypos == l[1][1] and self.xpos == l[1][0]):
if self.val == max(l[0][2] , l[1][2]):
27
self.val = min(l[0][2] , l[1][2])
for x in self.barr:
for y in x:
if self.val == y[2]:
a=y
self.xpos = y[0]
self.ypos = y[1]
else:
pass
for l in self.snk:
if (self.ypos == l[0][1] and self.xpos == l[0][0]) or
(self.ypos == l[1][1] and self.xpos == l[1][0]):
if self.val == min(l[0][2] , l[1][2]):
self.val = max(l[0][2] , l[1][2])
for x in self.barr:
for y in x:
if self.val == y[2]:
a=y
self.xpos = y[0]
self.ypos = y[1]
else:
pass
def draw(self):
pygame.draw.circle(gameDisplay,(self.clr),
(self.xpos+30,self.ypos+30),self.size)
def two():
x,y,w,h = 605,50 ,190,190
pygame.draw.rect(gameDisplay, darkback ,(x,y,w,h))
pygame.draw.circle(gameDisplay, forg ,((x+(w//4)), (y+(h//2))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(3*w//4)),
(y+(h//2))),size)
def three():
x,y,w,h = 605,50 ,190,190
pygame.draw.rect(gameDisplay, darkback ,(x,y,w,h))
pygame.draw.circle(gameDisplay, forg ,((x+(w//4)),
(y+(3*h//4))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(w//2)), (y+(h//2))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(3*w//4)),
(y+(h//4))),size)
def four():
x,y,w,h = 605,50 ,190,190
pygame.draw.rect(gameDisplay, darkback ,(x,y,w,h))
pygame.draw.circle(gameDisplay, forg ,((x+(w//4)), (y+(h//4))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(w//4)),
(y+(3*h//4))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(3*w//4)),
(y+(h//4))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(3*w//4)),
(y+(3*h//4))),size)
def five():
x,y,w,h = 605,50 ,190,190
pygame.draw.rect(gameDisplay, darkback ,(x,y,w,h))
pygame.draw.circle(gameDisplay, forg ,((x+(w//2)), (y+(h//2))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(w//4)), (y+(h//4))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(w//4)),
(y+(3*h//4))),size)
29
pygame.draw.circle(gameDisplay, forg ,((x+(3*w//4)),
(y+(h//4))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(3*w//4)),
(y+(3*h//4))),size)
def six():
x,y,w,h = 605,50 ,190,190
pygame.draw.rect(gameDisplay, darkback ,(x,y,w,h))
pygame.draw.circle(gameDisplay, forg ,((x+(w//4)), (y+(h//2))),size)
pygame.draw.circle(gameDisplay, forg ,((x+(3*w//4)),
(y+(h//2))),size)
# pygame Start
pygame.init()
b = board()
pla1 = player(b, (0,211,255))
pla2 = player(b , (255,121,191))
turn = 1
gameDisplay.fill(back)
while not crashed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if roll == True:
roll = False
else:
30
roll = True
if not DONE1:
b.draw()
pla1.draw()
pla2.draw()
smallText = pygame.font.SysFont("comicsansms",40)
textSurf, textRect = text_objects(str("Turn"), smallText ,
darkback , back)
textRect.center = ( (700), (300) )
gameDisplay.blit(textSurf, textRect)
smallText1 = pygame.font.SysFont("comicsansms",20)
textSurf, textRect = text_objects("Hit Space to Play",
smallText1 , darkback, back)
textRect.center = ( (700), (500) )
gameDisplay.blit(textSurf, textRect)
if roll :
time = random.randint(5,25)
for i in range(time):
no = random.randint(1,6)
if no == 1:
one()
elif no == 2:
two()
elif no == 3:
three()
elif no == 4:
four()
elif no == 5:
five()
elif no == 6:
six()
pygame.time.wait(100)
pygame.display.update()
roll = False
if turn == 1:
pla1.move(no)
31
turn = 2
pygame.draw.circle(gameDisplay,pla2.clr,
(700,400),50)
elif turn == 2:
pla2.move(no)
turn = 1
pygame.draw.circle(gameDisplay,pla1.clr,
(700,400),50)
else:
WINNER()
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
32
CHAPTER 5
APPENDICES
33
1. Main Menu:
34
o Options: Start Game, Load Game, Customize Board, Exit.
o Clear, simple layout with buttons for navigation.
2. Game Screen:
o Display the game board, player tokens, and dice.
o Show player turn indicators and current player’s position.
3. Educational Feedback:
o Display statistics and probability analysis on the side during gameplay.
o End-of-game summary screen showing statistics like rolls and encounters
with snakes/ladders.
Appendix D: Gameplay Instructions
1. Setup:
o Choose the number of players (up to a specified limit).
o Optionally customize the board (if applicable).
2. How to Play:
o Players take turns rolling the dice.
o Move the token according to the rolled number.
o Follow the rules for snakes and ladders when landing on those squares.
o The first player to reach square 100 wins.
3. Ending the Game:
o Display a summary of the game, including player statistics and educational
insights.
Appendix E: Testing Plan
1. Unit Testing:
o Test individual functions, such as dice rolls, player movement, and AI logic.
2. Integration Testing:
o Test the interaction between different components, like the game board,
player movements, and AI.
3. User Acceptance Testing:
o Gather feedback from a sample group of users to ensure the game is
engaging and educational.
Appendix F: References
1. Books and Articles:
o Research papers on game design and probability theory.
o Documentation for Pygame and Python libraries.
2. Online Resources:
o Tutorials on Python game development.
o Forums and communities for Pygame and Python developers.
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Chapter 6
Future Implementations
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REFERENCES
1. Books:
Rabin, Steve. Introduction to Game Development. Course Technology, 2010.
D. Thakur, & P. H. Joshi. Game Programming with Python. Packt Publishing,
2015.
2. Online Documentation:
Pygame Documentation. Pygame
Python Official Documentation. Python
JSON Module Documentation. Python JSON
3. Articles and Research Papers:
Rojas, P. A. "Educational Games and Learning Outcomes: A Review of the
Literature." International Journal of Game-Based Learning, vol. 7, no. 3,
2017, pp. 1-20.
Huizinga, Johan. Homo Ludens: A Study of the Play Element in Culture.
Beacon Press, 1971.
4. Online Resources:
“Creating a Simple Game with Python and Pygame.” Real Python
“How to Make a Snake and Ladder Game in Python.” GeeksforGeeks
“Game Development in Python: A Beginner's Guide.” Towards Data Science
5. Forums and Community Discussions:
Pygame Community Forum. Pygame Community
Stack Overflow. Stack Overflow Python
6. Videos and Tutorials:
"Python Game Development - Pygame Crash Course" on YouTube. YouTube
“Python for Beginners: Making a Game with Pygame.” FreeCodeCamp
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