OO-Othello By Brian K. Meifert

Welcome to OO-Othello by Brian Meifert. This is my CS665 Advanced Object Oriented Final Project. It is implemented using 2 design patterns from the book "Design Patterns - Elements of Reusable Object Oriented Software" by Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides.

But enough of the formalities, here are the rules of the game, or at least my version of the rules:
  • The object of the game is to get as many of your white peices on the board as possible.
  • The computer will be trying to get as many black peices as possible.
  • You put peices on the board by simply clicking on a square when it is your turn, but to place a peice on the board, it must flip over at least one of your opponents peices by trapping it between one of your peices already on the board and the one you just put down.
  • If you can not place a peice, the computer will go again until you have a valid move, or it has won the came. The same rule applies to the computer.
  • You can undo your last move and the computers by clicking on the, you guessed it, "Undo Move" button. This will undo only the last move.
  • You can restart the game at any time by click on the, you guessed it again, restart button.
Enjoy the game!