Final answer:
To create a Board_display module for a Multiplication game, one must define the board with two-dimensional arrays, initialize and print the game board using ASCII characters, provide logic to update the board, implement error handling for invalid moves, and ensure module interfacing with other parts of the project.
Step-by-step explanation:
To create a Board_display module for a Multiplication game, you can start by understanding the logic of the ASCII board. This board needs to be displayed in a way that's easy to read and understand, using ASCII characters like '.', '-', '+', and '|'. Here's a simplified step-by-step process for creating this module in assembly language:
- Define the size of the game board, typically a two-dimensional array.
- Initialize the game board with the products of the multiplication of two numbers.
- Create a function that will print the game board to the console using ASCII characters.
- Include logic to update the game board after every valid move, by both the user and the computer.
- Implement error handling to display a message when the user attempts an invalid move, providing feedback on the rule that was violated.
For example, the board might be initialized as a 2D grid with values that are the product of two numbers between 1 and 9. Each cell in the grid represents a potential move in the game.
When printing the board, iterate through each cell in the array, printing a '|' at the beginning of a new row, and a '.' at the end of each cell. Numbers can be right-justified using spaces to maintain alignment.
After each move, update the board by changing the value of the selected cell to indicate it's been chosen and reprint the board. Ensure your module is capable of interfacing with other modules, such as those handling user input or the computer's move logic. This concept would help in case implementation of a winning strategy is added later for additional credits as indicated in the project requirements.