Krishna Explanation Project
Krishna Explanation Project
import random:
‘import random’ is a Python statement that imports the random
module.
The random module is used for generating random values, such as
random numbers or making random choices from a sequence (in your
case, selecting a random word from a list).
import time:
‘import time’ is another Python statement that imports the time
module. The time module provides functions for dealing with time-
related operations, including creating time delays in your program.
Here, the usage of time. sleep(seconds) is to introduce time delays.
For example, we use time.sleep(2) to pause the program for 2
seconds after displaying the welcome message and asking the player
to enter their name. This is done to create a smoother and more user-
friendly experience.
main():
The main() function initializes game-related variables as global,
including count (wrong guesses), display (the word with underscores
to represent unguessed letters), word (the word to guess),
already_guessed (a list of guessed letters), length (the length of the
word), and play_game (to determine if the player wants to play
again).
play_loop():
This function handles whether the player wants to play again or exit
the game.
The player is asked to input 'y' or 'n' to indicate if they want to play
again.
Input validation is done to ensure that the player's input is one of the
valid options ('y' or 'n'). If not, the player is prompted again.
If the player chooses to play again ('y'), the main() function is called to
set up the game again.
If the player chooses to exit ('n'), a thank you message is displayed, and
the program exits.
hangman():
The hangman() function is where the core gameplay occurs.
Global variables such as count, display, word, already_guessed, and
play_game are used to track the game's progress.
A limit variable is set to 5, representing the maximum number of
incorrect guesses allowed.
The player is prompted to enter a guess, and the guess is stored in the
guess variable after stripping any leading or trailing whitespace.
It also,
It checks the validity of the guess input: if it's empty, longer than one
character, or contains a number, it's considered invalid, and the player
is prompted to try again.
If the guess is in the target word (word), it's added to the
already_guessed list, and the display is updated to reveal the correct
guess. The word is also updated to replace the guessed letter with an
underscore.
INPUT VALIDATION:
Input validation checks if the guess is a single letter and not a
number.
If the guess is correct and present in the word, it is added to
already_guessed, and the word is updated to hide the correctly
guessed letter.
GAME EXECUTION:
The program is executed by calling the main() function to set
up the game and the hangman() function to start the gameplay.
The game continues to run until the player decides to exit or
not play again.
In each game round, the player is prompted to guess letters to
reveal the hidden word.
The program keeps track of incorrect guesses and displays the
hangman figure as needed.
If the player successfully guesses the entire word, a
congratulatory message is displayed, and the player is given the
option to play again.
If the player reaches the maximum allowed incorrect guesses
(the limit), the game ends, and the player is informed that they
are "hanged."
The final stage of the hangman figure is displayed, along with
the correct word.
GAME CO NTINUATION:
The player is then asked, if they want to play again.
The game continue with new rounds, if the player chooses to
play again,or it can be exited with a thank you message.
CONCULSION:
THIS PROGRAM PROVIDES A SIMPLE BUT ENGAGING
HANGMAN EXPERIENCE FOR THE PLAYER, WITH A RANDOM WORD
TO GUESS AND A VISUAL REPRESENTAION OF HANGMAN.IT IS A
FUN GAME TO PLAY