W32 // CAPSTONE: INIT, HITS, PLAYER TURN
APR 28 · Ch 13 Sec 7-9 · DUE: Playable player turn
This week's deckPPTX
// RUN OF SHOW (8:45-10:15)
8:45
Stand-up: last week's deliverable graded, questions answered
9:20
At the keyboard: guided type-along
9:45
Build time: assignment or project work
10:10
Close: commit, push, and preview next week's reading
// THE POINT THIS WEEK
Initialization flow. Hit detection in pure logic. The player's turn via events.
// TALKING POINTS
The player's turn
- Click a cell, resolve hit or miss, update state, re-render
- Guard clauses: ignore clicks on already-fired cells
- Feedback matters: the player should never wonder what happened
Initialization
- A new game builds fresh state from scratch, on demand
- Randomized ship placement uses week 20's loops and week 19's checks
- Test init twenty times; random bugs hide in the dice
// LINKS