TrapTheMouse

Phase 1: Board generation, obstacle placement and rule engine

Implement hex-grid logic, random obstacle generation and movement rules for both sides.

  • Generate hex board
  • Place obstacles
  • Validate legal moves

Functional Output: Fully initialized board with correct movement and obstacle rules.


Phase 2: GUI foundation and interactive board rendering

Create a visual representation of the grid, obstacles and mouse/player positions.

  • Render hex cells
  • Highlight selectable cells
  • Display movement previews

Functional Output: Fully interactive board that reflects real-time selections and states.


Phase 3: Human-vs-Human gameplay loop

Integrate movement logic and GUI to support full alternating turns between two players.

  • Enforce turns
  • Prevent illegal moves
  • Track win/loss states

Functional Output: Two-player matches run consistently with proper rule enforcement and end-state detection.


Phase 4: Basic AI (weak level) and AI integration

Add CPU logic based on random or greedy legal moves and integrate into turn flow.

  • Generate legal CPU options
  • Pick simple moves
  • Execute correctly

Functional Output: Weak AI completes turns, interacts with GUI and respects movement constraints.


Phase 5: Intermediate and advanced AI (pathfinding + heuristics)

Implement BFS/A*, heuristic evaluation and escape-prevention strategies for strong AI levels.

  • Compute optimal paths
  • Evaluate trap potential
  • Select best-ranked moves

Functional Output: Medium and advanced AI choose increasingly strategic moves that meaningfully challenge the player.


Phase 6: Game configuration, persistence, undo/redo and polish

Add difficulty selection, board-size presets, session saving, undo stack and UI refinements.

  • Store/load sessions
  • Support undo/redo
  • Improve visuals

Functional Output: A configurable, polished, persistent application with multiple AI levels and enhanced usability.