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.