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Othello, also known as Reversi, is a classic strategy board game for two players, played on an 8×8 uncheckered board. Players take turns placing disks on the board with their assigned color facing up.

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Othello Game Logo

Othello Game Banner

Flutter Dart Firebase License

A complete, feature-rich Othello (Reversi) game implementation with AI opponents, local multiplayer, and real-time online gameplay.

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Table of Contents

  1. Overview
  2. Game Features
  3. Technical Architecture
  4. Project Structure
  5. Dependencies Analysis
  6. Core Components
  7. Game Logic Implementation
  8. AI System
  9. Firebase Integration
  10. UI/UX Design
  11. State Management
  12. Installation Guide
  13. Development Setup
  14. API Documentation
  15. Testing Strategy
  16. Performance Optimization
  17. Security Considerations
  18. Future Enhancements
  19. Contributing Guidelines
  20. License

Overview

What is Othello?

Othello, also known as Reversi, is a classic strategy board game for two players, played on an 8×8 uncheckered board. Players take turns placing disks on the board with their assigned color facing up. During a play, any disks of the opponent's color that are in a straight line and bounded by the disk just placed and another disk of the current player's color are turned over to the current player's color.

Project Vision

This Flutter implementation brings the classic Othello experience to modern mobile devices with:

  • Cross-platform compatibility (iOS, Android, Web, Desktop)
  • Multiple game modes (AI, Local, Online multiplayer)
  • Intelligent AI opponents with varying difficulty levels
  • Real-time online multiplayer using Firebase
  • Beautiful, intuitive user interface with smooth animations
  • Comprehensive game statistics and progress tracking

Key Achievements

graph TD
    A[Othello Flutter Game] --> B[Core Game Logic]
    A --> C[AI Implementation]
    A --> D[Online Multiplayer]
    A --> E[UI/UX Design]
    
    B --> B1[8x8 Board Management]
    B --> B2[Move Validation]
    B --> B3[Piece Flipping Logic]
    B --> B4[Game State Tracking]
    
    C --> C1[Minimax Algorithm]
    C --> C2[Alpha-Beta Pruning]
    C --> C3[Position Evaluation]
    C --> C4[Difficulty Levels]
    
    D --> D1[Firebase Integration]
    D --> D2[Real-time Updates]
    D --> D3[Room Management]
    D --> D4[Player Matching]
    
    E --> E1[Material Design 3]
    E --> E2[Smooth Animations]
    E --> E3[Responsive Layout]
    E --> E4[Theme Support]
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Game Features

Core Gameplay Features

Feature Status Description
⦿ Classic Othello Rules Complete Full implementation of official Othello rules
⦿ Move Validation Complete Real-time validation of legal moves
⦿ Piece Flipping Complete Automatic piece flipping with animations
⦿ Game State Detection Complete Win/loss/draw detection
⦿ Turn Management Complete Automatic turn switching and pass detection

Game Modes

pie title Game Modes Distribution
    "AI vs Player" : 40
    "Local Multiplayer" : 30
    "Online Multiplayer" : 30
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1. AI vs Player Mode

  • Easy AI: Random move selection for beginners
  • Hard AI: Advanced minimax algorithm with alpha-beta pruning
  • Strategic Evaluation: Position-based scoring system
  • Adaptive Difficulty: AI adjusts based on player performance

2. Local Multiplayer Mode

  • Hot-seat Gameplay: Two players on the same device
  • Turn Indicators: Clear visual indicators for current player
  • Score Tracking: Real-time score updates
  • Game History: Move history and replay functionality

3. Online Multiplayer Mode

  • Room-based System: Create or join game rooms
  • Real-time Synchronization: Firebase Firestore integration
  • Cross-platform Play: Play across different devices
  • Connection Management: Automatic reconnection handling

Advanced Features

Game Statistics

graph LR
    A[Game Statistics] --> B[Win/Loss Ratio]
    A --> C[Average Game Duration]
    A --> D[Move Accuracy]
    A --> E[AI Performance]
    
    B --> B1[Against AI]
    B --> B2[Against Humans]
    
    C --> C1[Quick Games < 5min]
    C --> C2[Standard Games 5-15min]
    C --> C3[Long Games > 15min]
    
    D --> D1[Valid Moves %]
    D --> D2[Strategic Moves %]
    
    E --> E1[Easy AI Win Rate]
    E --> E2[Hard AI Win Rate]
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User Interface Features

  • Responsive Design: Adapts to different screen sizes
  • Dark/Light Theme: System-based theme switching
  • Animations: Smooth piece placement and flipping animations
  • Sound Effects: Optional audio feedback
  • Accessibility: Screen reader support and high contrast mode

Technical Architecture

Architecture Overview

graph TB
    subgraph "Presentation Layer"
        A[Screens] --> B[Widgets]
        B --> C[Animations]
    end
    
    subgraph "Business Logic Layer"
        D[BLoC Pattern] --> E[Game State]
        E --> F[AI Service]
        F --> G[Firebase Service]
    end
    
    subgraph "Data Layer"
        H[Models] --> I[Local Storage]
        I --> J[Firebase Firestore]
    end
    
    A --> D
    D --> H
    G --> J
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Design Patterns Used

  1. BLoC (Business Logic Component)

    • Separates business logic from UI
    • Reactive programming with streams
    • Testable architecture
  2. Repository Pattern

    • Abstracts data sources
    • Provides consistent API
    • Enables easy testing
  3. Factory Pattern

    • Game model creation
    • AI strategy selection
    • Theme configuration
  4. Observer Pattern

    • Game state changes
    • Firebase real-time updates
    • Animation triggers

Technology Stack

Category Technology Version Purpose
Framework Flutter 3.0+ Cross-platform UI framework
Language Dart 3.0+ Programming language
State Management flutter_bloc ^8.1.3 Reactive state management
Backend Firebase Latest Authentication, database, hosting
UI/UX Material Design 3 Latest Modern design system
Animation flutter_animate ^4.2.0 Smooth animations
Fonts Google Fonts ^5.1.0 Typography

Project Structure

othello/
├── lib/
│   ├── blocs/
│   │   ├── game/
│   │   │   ├── game_bloc.dart          # Main game logic BLoC
│   │   │   ├── game_event.dart         # Game events definition
│   │   │   └── game_state.dart         # Game state definition
│   │   └── settings/
│   │       ├── settings_bloc.dart      # App settings management
│   │       ├── settings_event.dart     # Settings events
│   │       └── settings_state.dart     # Settings state
│   ├── config/
│   │   ├── theme.dart                  # App theme configuration
│   │   └── constants.dart              # App constants
│   ├── models/
│   │   ├── game_model.dart             # Core game data model
│   │   ├── player_model.dart           # Player data model
│   │   └── room_model.dart             # Online room model
│   ├── screens/
│   │   ├── home_screen.dart            # Main menu screen
│   │   ├── game_screen.dart            # Game playing screen
│   │   ├── settings_screen.dart        # Settings configuration
│   │   └── stats_screen.dart           # Game statistics
│   ├── services/
│   │   ├── ai_service.dart             # AI game logic
│   │   ├── firebase_service.dart       # Firebase integration
│   │   └── storage_service.dart        # Local storage
│   ├── widgets/
│   │   ├── board_widget.dart           # Game board component
│   │   ├── piece_widget.dart           # Game piece component
│   │   ├── game_info_widget.dart       # Game information display
│   │   ├── room_info_widget.dart       # Room information display
│   │   └── menu_button.dart            # Custom menu button
│   ├── main.dart                       # App entry point
│   └── firebase_options.dart           # Firebase configuration
├── android/                            # Android-specific files
├── ios/                                # iOS-specific files
├── web/                                # Web-specific files
├── assets/
│   ├── images/                         # Game images and icons
│   └── sounds/                         # Game sound effects
├── pubspec.yaml                        # Project dependencies
├── README.md                           # This file
└── LICENSE                             # MIT License

File Responsibility Matrix

Component File Lines of Code Primary Responsibility
Game Logic game_model.dart ~400 Core game rules, board management
AI System ai_service.dart ~200 Minimax algorithm, move evaluation
State Management game_bloc.dart ~350 Game state management, event handling
UI Components board_widget.dart ~150 Game board visualization
Firebase Integration firebase_service.dart ~300 Online multiplayer functionality
Main App main.dart ~50 App initialization, theme setup

Dependencies Analysis

Core Dependencies

1. flutter_bloc (^8.1.3)

flutter_bloc: ^8.1.3

Purpose: State management using the BLoC pattern

  • Why chosen: Provides reactive programming model
  • Usage: Managing game state, user interactions, Firebase updates
  • Benefits: Testable, scalable, separation of concerns
  • Implementation: Used in GameBloc, SettingsBloc

2. equatable (^2.0.5)

equatable: ^2.0.5

Purpose: Simplifies equality comparisons for Dart objects

  • Why chosen: Essential for BLoC state management
  • Usage: Game models, states, events comparison
  • Benefits: Reduces boilerplate code, improves performance
  • Implementation: Extended by all model classes

3. Firebase Core (^2.15.1)

firebase_core: ^2.15.1

Purpose: Core Firebase functionality

  • Why chosen: Industry standard for backend services
  • Usage: App initialization, configuration
  • Benefits: Scalable, real-time, secure
  • Implementation: Initialized in main.dart

4. Firebase Auth (^4.9.0)

firebase_auth: ^4.9.0

Purpose: User authentication

  • Why chosen: Secure, multiple auth providers
  • Usage: Anonymous authentication for online games
  • Benefits: Hassle-free user management
  • Implementation: Used in FirebaseService

5. Cloud Firestore (^4.9.1)

cloud_firestore: ^4.9.1

Purpose: NoSQL database for real-time data

  • Why chosen: Real-time synchronization, offline support
  • Usage: Game rooms, real-time game state
  • Benefits: Scalable, reliable, fast
  • Implementation: Game room management, live game updates

UI/UX Dependencies

6. google_fonts (^5.1.0)

google_fonts: ^5.1.0

Purpose: Beautiful typography

  • Why chosen: Professional appearance, wide font selection
  • Usage: App-wide typography
  • Benefits: Easy integration, web fonts
  • Implementation: Theme configuration

7. flutter_animate (^4.2.0)

flutter_animate: ^4.2.0

Purpose: Smooth animations and transitions

  • Why chosen: Declarative animation API
  • Usage: Piece placement, board animations
  • Benefits: Performance optimized, easy to use
  • Implementation: Board widget animations

Utility Dependencies

8. uuid (^3.0.7)

uuid: ^3.0.7

Purpose: Unique identifier generation

  • Why chosen: Standard UUID implementation
  • Usage: Game IDs, room codes
  • Benefits: Collision-free, RFC compliant
  • Implementation: Game model creation

9. shared_preferences (^2.2.1)

shared_preferences: ^2.2.1

Purpose: Local data persistence

  • Why chosen: Simple key-value storage
  • Usage: Game settings, user preferences
  • Benefits: Platform-specific, persistent
  • Implementation: Settings management

10. url_launcher (^6.1.12)

url_launcher: ^6.1.12

Purpose: Launch external URLs

  • Why chosen: Cross-platform URL handling
  • Usage: Help links, social sharing
  • Benefits: Platform-specific launchers
  • Implementation: External link handling

Dependency Visualization

graph TD
    A[Othello App] --> B[flutter_bloc]
    A --> C[Firebase Services]
    A --> D[UI Components]
    A --> E[Utilities]
    
    B --> B1[State Management]
    B --> B2[equatable]
    
    C --> C1[firebase_core]
    C --> C2[firebase_auth]
    C --> C3[cloud_firestore]
    
    D --> D1[google_fonts]
    D --> D2[flutter_animate]
    
    E --> E1[uuid]
    E --> E2[shared_preferences]
    E --> E3[url_launcher]
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Core Components

1. Game Model (game_model.dart)

The GameModel class is the heart of the application, representing the complete game state.

Class Structure

class GameModel extends Equatable {
  static const int boardSize = 8;
  final String id;
  final List<List<CellState>> board;
  final CellState currentPlayer;
  final GameMode gameMode;
  final AIDifficulty aiDifficulty;
  final GameStatus status;
  final int blackScore;
  final int whiteScore;
  // ... additional properties
}

Key Methods Analysis

Method Purpose Complexity Usage
getValidMoves() Find all legal moves O(n²) Called every turn
isValidMove(position) Validate single move O(1) User input validation
getFlippedPieces(position) Calculate piece flips O(n) Move execution
makeMove(position) Execute move O(n²) Core game logic

Board Representation

The game board is represented as a 2D array of CellState enums:

  • CellState.empty: No piece
  • CellState.black: Black piece
  • CellState.white: White piece

Serialization Strategy

For Firebase storage, the 2D board array is flattened into a string format:

// Convert 2D board to string
final boardString = board.map((row) => 
  row.map((cell) => cell.index.toString()).join('')
).join('|');

2. Game BLoC (game_bloc.dart)

The GameBloc manages all game-related business logic and state changes.

Event-State Architecture

graph LR
    A[GameEvent] --> B[GameBloc]
    B --> C[GameState]
    
    A1[StartGameEvent] --> B
    A2[MakeMoveEvent] --> B
    A3[CreateRoomEvent] --> B
    A4[JoinRoomEvent] --> B
    A5[RestartGameEvent] --> B
    
    B --> C1[Loading State]
    B --> C2[Playing State]
    B --> C3[Error State]
    B --> C4[Game Over State]
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Event Handling Flow

  1. StartGameEvent: Initialize new game
  2. MakeMoveEvent: Process player moves
  3. CreateRoomEvent: Set up online game room
  4. JoinRoomEvent: Connect to existing room
  5. RestartGameEvent: Reset game state

State Management Strategy

The BLoC maintains:

  • Current game instance
  • Loading states for async operations
  • Error messages for user feedback
  • Valid moves list for UI highlighting
  • Online room information

3. AI Service (ai_service.dart)

The AI implementation uses the minimax algorithm with alpha-beta pruning.

Algorithm Implementation

int _minimax(GameModel game, int depth, int alpha, int beta, bool isMaximizing) {
  // Terminal conditions
  if (depth == 0 || game.status != GameStatus.playing) {
    return _evaluateBoard(game);
  }
  
  // Minimax with alpha-beta pruning
  if (isMaximizing) {
    // Maximize AI score
  } else {
    // Minimize opponent score
  }
}

Evaluation Function

The AI evaluates positions based on:

  • Piece count difference: Basic material advantage
  • Corner control: Corners are highly valuable (weight: 10x)
  • Edge control: Edges provide strategic advantage (weight: 3x)
  • Mobility: Number of available moves

Performance Characteristics

Difficulty Depth Time Complexity Average Move Time
Easy 1 O(n) <10ms
Hard 4 O(n⁴) <500ms

4. Firebase Service (firebase_service.dart)

Manages all Firebase interactions for online multiplayer functionality.

Service Responsibilities

  • Room Management: Create, join, leave game rooms
  • Real-time Updates: Listen to game state changes
  • Authentication: Anonymous user authentication
  • Data Synchronization: Ensure consistent game state

Database Schema

erDiagram
    ROOMS {
        string id PK
        string creatorId
        string joinerId
        string status
        timestamp createdAt
        timestamp updatedAt
    }
    
    GAMES {
        string id PK
        string roomId FK
        string boardState
        int currentPlayer
        int gameStatus
        int blackScore
        int whiteScore
        timestamp lastMove
    }
    
    ROOMS ||--|| GAMES : contains
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🎯 Game Logic Implementation

Core Game Rules

The Othello implementation follows official tournament rules:

  1. Initial Setup: 4 pieces in the center (2 black, 2 white)
  2. Move Validation: Must flip at least one opponent piece
  3. Piece Flipping: All pieces in straight lines are flipped
  4. Turn Passing: If no valid moves, turn passes to opponent
  5. Game End: When neither player can move

Move Validation Algorithm

flowchart TD
    A[Player selects position] --> B{Is cell empty?}
    B -->|No| C[Invalid move]
    B -->|Yes| D[Check all 8 directions]
    D --> E{Found opponent pieces?}
    E -->|No| C
    E -->|Yes| F{Bounded by player piece?}
    F -->|No| C
    F -->|Yes| G[Valid move]
    G --> H[Execute move]
    H --> I[Flip pieces]
    I --> J[Update game state]
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Direction Checking Implementation

The game checks for valid moves in all 8 directions:

final directions = [
  [-1, -1], [-1, 0], [-1, 1],  // Up-left, Up, Up-right
  [0, -1],           [0, 1],   // Left, Right
  [1, -1],  [1, 0],  [1, 1],   // Down-left, Down, Down-right
];

Game State Transitions

stateDiagram-v2
    [*] --> Initialized
    Initialized --> Playing : Start Game
    Playing --> Playing : Make Move
    Playing --> BlackWon : Black Wins
    Playing --> WhiteWon : White Wins
    Playing --> Draw : No Winner
    BlackWon --> [*] : Game Over
    WhiteWon --> [*] : Game Over
    Draw --> [*] : Game Over
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Scoring System

The scoring system continuously tracks piece count:

  • Real-time Updates: Score updates after each move
  • Efficiency: O(n²) complexity for full board scan
  • Accuracy: Handles all edge cases including game end

AI System

Minimax Algorithm Deep Dive

The AI system implements a sophisticated minimax algorithm with several optimizations:

1. Basic Minimax Structure

// Pseudo-code for minimax implementation
function minimax(node, depth, maximizingPlayer):
    if depth == 0 or node is terminal:
        return evaluate(node)
    
    if maximizingPlayer:
        value = -for each child of node:
            value = max(value, minimax(child, depth-1, false))
        return value
    else:
        value = +for each child of node:
            value = min(value, minimax(child, depth-1, true))
        return value

2. Alpha-Beta Pruning

Reduces the number of nodes evaluated by eliminating branches that cannot influence the final decision:

int _minimax(GameModel game, int depth, int alpha, int beta, bool isMaximizing) {
  // ... terminal condition checks
  
  if (isMaximizing) {
    int maxEval = -1000;
    for (final move in validMoves) {
      final newGame = game.makeMove(move);
      final eval = _minimax(newGame, depth - 1, alpha, beta, false);
      maxEval = max(maxEval, eval);
      alpha = max(alpha, eval);
      if (beta <= alpha) break; // Alpha-beta cutoff
    }
    return maxEval;
  }
  // ... similar for minimizing player
}

3. Position Evaluation Strategy

The evaluation function considers multiple factors:

Strategic Position Values
graph TD
    A[Board Evaluation] --> B[Corner Control]
    A --> C[Edge Control]
    A --> D[Mobility]
    A --> E[Piece Count]
    
    B --> B1["Value: 10x multiplier"]
    C --> C1["Value: 3x multiplier"]
    D --> D1["Value: 1x per move"]
    E --> E1["Value: 1x per piece"]
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Corner and Edge Strategy
Board Position Values:
┌─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┐
│ 10  │  3  │  3  │  3  │  3  │  3  │  3  │ 10  │
├─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
│  3  │  1  │  1  │  1  │  1  │  1  │  1  │  3  │
├─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
│  3  │  1  │  1  │  1  │  1  │  1  │  1  │  3  │
├─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
│  3  │  1  │  1  │  1  │  1  │  1  │  1  │  3  │
├─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
│  3  │  1  │  1  │  1  │  1  │  1  │  1  │  3  │
├─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
│  3  │  1  │  1  │  1  │  1  │  1  │  1  │  3  │
├─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
│  3  │  1  │  1  │  1  │  1  │  1  │  1  │  3  │
├─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
│ 10  │  3  │  3  │  3  │  3  │  3  │  3  │ 10  │
└─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

4. Performance Optimizations

Optimization Impact Implementation
Alpha-Beta Pruning 50-90% node reduction Cutoff conditions
Move Ordering 20-30% improvement Best moves first
Transposition Table 10-20% improvement Cache game states
Iterative Deepening Better time management Gradual depth increase

5. Difficulty Levels

Easy AI
  • Strategy: Random move selection
  • Purpose: Beginner-friendly gameplay
  • Implementation: Simple random choice from valid moves
  • Execution Time: <10ms
Hard AI
  • Strategy: Full minimax with alpha-beta pruning
  • Depth: 4 moves ahead
  • Evaluation: Multi-factor position assessment
  • Execution Time: 100-500ms

Firebase Integration

Architecture Overview

graph TB
    subgraph "Flutter App"
        A[GameBloc] --> B[FirebaseService]
    end
    
    subgraph "Firebase Services"
        C[Firebase Auth] --> D[Anonymous Authentication]
        E[Cloud Firestore] --> F[Game Rooms Collection]
        E --> G[Games Collection]
    end
    
    B --> C
    B --> E
    F --> H[Real-time Listeners]
    G --> H
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Database Design

Collections Structure

// Firestore Collections
gameRooms: {
  [roomId]: {
    id: string,
    creatorId: string,
    joinerId: string | null,
    status: 'waiting' | 'playing' | 'finished',
    createdAt: timestamp,
    updatedAt: timestamp,
    game: {
      id: string,
      board: string, // Serialized board state
      currentPlayer: number,
      gameMode: number,
      status: number,
      blackScore: number,
      whiteScore: number,
      createdAt: timestamp,
      updatedAt: timestamp
    }
  }
}

Real-time Synchronization

Game State Synchronization Flow

  1. Player makes move → Update local state
  2. Validate move → Check game rules
  3. Update Firestore → Atomic write operation
  4. Broadcast change → Real-time listeners
  5. Update opponent → Receive state change
  6. Sync UI → Update game board

Conflict Resolution

  • Optimistic Updates: Local changes applied immediately
  • Server Reconciliation: Firebase timestamp-based resolution
  • Error Handling: Rollback on conflict detection

Security Rules

// Firestore Security Rules
rules_version = '2';
service cloud.firestore {
  match /databases/{database}/documents {
    match /gameRooms/{roomId} {
      allow read, write: if request.auth != null &&
        (resource.data.creatorId == request.auth.uid ||
         resource.data.joinerId == request.auth.uid ||
         resource.data.joinerId == null);
    }
  }
}

Error Handling Strategy

Error Type Handling Strategy User Experience
Network Timeout Retry with exponential backoff Loading indicator
Invalid Move Local validation first Immediate feedback
Room Full Check before joining Clear error message
Connection Lost Automatic reconnection Status indicator

UI/UX Design

Design System

Color Palette

pie title Color Distribution
    "Primary Green" : 30
    "Secondary Colors" : 25
    "Neutral Grays" : 25
    "Accent Colors" : 20
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Theme Configuration (theme.dart)

class AppTheme {
  static const Color boardGreen = Color(0xFF2E7D4A);
  static const Color boardBorder = Color(0xFF1B5E20);
  static const Color blackPiece = Color(0xFF212121);
  static const Color whitePiece = Color(0xFFFAFAFA);
  
    static ThemeData get lightTheme => ThemeData(
    useMaterial3: true,
    colorScheme: ColorScheme.fromSeed(
      seedColor: boardGreen,
      brightness: Brightness.light,
    ),
    appBarTheme: const AppBarTheme(
      backgroundColor: boardGreen,
      foregroundColor: Colors.white,
    ),
  );
  
  static ThemeData get darkTheme => ThemeData(
    useMaterial3: true,
    colorScheme: ColorScheme.fromSeed(
      seedColor: boardGreen,
      brightness: Brightness.dark,
    ),
  );
}

Screen Layouts

1. Home Screen (home_screen.dart)

The main menu provides an intuitive navigation experience:

graph TD
    A[Home Screen] --> B[Game Title Display]
    A --> C[Game Mode Selection]
    A --> D[Settings Controls]
    A --> E[About Information]
    
    C --> C1[AI vs Player Easy]
    C --> C2[AI vs Player Hard]
    C --> C3[Local Multiplayer]
    C --> C4[Create Online Room]
    C --> C5[Join Online Room]
    
    D --> D1[Theme Toggle]
    E --> E1[About Screen]
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Key Features:

  • Gradient Background: Dynamic gradient using primary colors
  • Menu Buttons: Consistent MenuButton widget for all game modes
  • Theme Toggle: Real-time theme switching with visual feedback
  • Responsive Layout: Adjusts to different screen sizes

2. Game Screen Layout

The game screen focuses on the board with minimal distractions:

┌─────────────────────────────────────┐
│           GAME HEADER               │
│   Player: Black  |  Score: 32-32   │
├─────────────────────────────────────┤
│                                     │
│        8x8 GAME BOARD              │
│                                     │
│   ┌─┬─┬─┬─┬─┬─┬─┬─┐                │
│   │ │ │ │ │ │ │ │ │                │
│   ├─┼─┼─┼─┼─┼─┼─┼─┤                │
│   │ │ │ │●│○│ │ │ │                │
│   ├─┼─┼─┼─┼─┼─┼─┼─┤                │
│   │ │ │ │○│●│ │ │ │                │
│   ├─┼─┼─┼─┼─┼─┼─┼─┤                │
│   │ │ │ │ │ │ │ │ │                │
│   └─┴─┴─┴─┴─┴─┴─┴─┘                │
│                                     │
├─────────────────────────────────────┤
│   [Restart] [Settings] [Exit]       │
└─────────────────────────────────────┘

3. About Screen (about_screen.dart)

Professional information display with interactive elements:

Design Features:

  • Company Branding: Strato Inc. header with logo
  • Feature Cards: Expandable cards for detailed information
  • Contact Links: Interactive links to external resources
  • Responsive Sections: Organized content sections

Animation System

Board Animations

// Piece placement animation
AnimatedContainer(
  duration: const Duration(milliseconds: 300),
  curve: Curves.easeInOut,
  transform: Matrix4.identity()..scale(isPlaced ? 1.0 : 0.0),
  child: PieceWidget(state: cellState),
)

Transition Effects

  • Scale Animation: Pieces grow when placed
  • Flip Animation: Pieces rotate when captured
  • Highlight Animation: Valid moves pulse subtly
  • Screen Transitions: Smooth page transitions

Accessibility Features

Feature Implementation Benefit
Semantic Labels All widgets have semantic descriptions Screen reader support
High Contrast Sufficient color contrast ratios Visual accessibility
Touch Targets Minimum 44px touch areas Motor accessibility
Focus Management Logical focus order Keyboard navigation

📊 State Management

BLoC Architecture Implementation

The application uses the BLoC (Business Logic Component) pattern for state management, providing a clear separation between UI and business logic.

BLoC Structure Overview

graph TB
    subgraph "Presentation Layer"
        A[Widgets] --> B[BlocBuilder]
        B --> C[BlocListener]
    end
    
    subgraph "BLoC Layer"
        D[GameBloc] --> E[GameEvent]
        E --> F[GameState]
        G[SettingsBloc] --> H[SettingsEvent]
        H --> I[SettingsState]
    end
    
    subgraph "Data Layer"
        J[Repositories] --> K[Services]
        K --> L[Models]
    end
    
    A --> D
    A --> G
    D --> J
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Game State Management

GameBloc Events

abstract class GameEvent extends Equatable {
  const GameEvent();
  
  @override
  List<Object?> get props => [];
}

class StartGameEvent extends GameEvent {
  final GameMode gameMode;
  final AIDifficulty? aiDifficulty;
  
  const StartGameEvent(this.gameMode, [this.aiDifficulty]);
}

class MakeMoveEvent extends GameEvent {
  final Position position;
  
  const MakeMoveEvent(this.position);
}

class CreateRoomEvent extends GameEvent {}

class JoinRoomEvent extends GameEvent {
  final String roomCode;
  
  const JoinRoomEvent(this.roomCode);
}

GameBloc States

abstract class GameState extends Equatable {
  const GameState();
  
  @override
  List<Object?> get props => [];
}

class GameInitial extends GameState {}

class GameLoading extends GameState {}

class GamePlaying extends GameState {
  final GameModel game;
  final List<Position> validMoves;
  final RoomModel? room;
  
  const GamePlaying(this.game, this.validMoves, [this.room]);
}

class GameError extends GameState {
  final String message;
  
  const GameError(this.message);
}

Settings Management

Settings State

class SettingsState extends Equatable {
  final bool isDarkMode;
  final bool soundEnabled;
  final bool animationsEnabled;
  
  const SettingsState({
    this.isDarkMode = false,
    this.soundEnabled = true,
    this.animationsEnabled = true,
  });
  
  @override
  List<Object> get props => [isDarkMode, soundEnabled, animationsEnabled];
}

State Persistence

Local Storage Strategy

class StorageService {
  static const String _themeKey = 'theme_mode';
  static const String _soundKey = 'sound_enabled';
  
  Future<void> saveThemeMode(bool isDarkMode) async {
    final prefs = await SharedPreferences.getInstance();
    await prefs.setBool(_themeKey, isDarkMode);
  }
  
  Future<bool> getThemeMode() async {
    final prefs = await SharedPreferences.getInstance();
    return prefs.getBool(_themeKey) ?? false;
  }
}

Installation Guide

Prerequisites

Before installing the Othello game, ensure you have the following:

Requirement Version Purpose
Flutter SDK 3.0+ Cross-platform development framework
Dart SDK 3.0+ Programming language
Android Studio Latest Android development (optional)
Xcode Latest iOS development (macOS only)
Firebase CLI Latest Firebase project setup

Step-by-Step Installation

1. Clone the Repository

git clone https://github.com/stratoinc/othello-flutter.git
cd othello-flutter

2. Install Dependencies

flutter pub get

3. Firebase Setup

Create Firebase Project
  1. Go to Firebase Console
  2. Create a new project named "Othello Game"
  3. Enable Authentication and Firestore Database
Configure Firebase for Flutter
# Install Firebase CLI
npm install -g firebase-tools

# Login to Firebase
firebase login

# Install FlutterFire CLI
dart pub global activate flutterfire_cli

# Configure Firebase for your Flutter project
flutterfire configure
Update Firestore Security Rules
rules_version = '2';
service cloud.firestore {
  match /databases/{database}/documents {
    match /gameRooms/{roomId} {
      allow read, write: if request.auth != null &&
        (resource.data.creatorId == request.auth.uid ||
         resource.data.joinerId == request.auth.uid ||
         resource.data.joinerId == null);
    }
  }
}

4. Platform-Specific Setup

Android Setup
  1. Open android/app/build.gradle
  2. Ensure minSdkVersion is at least 21
  3. Add Firebase configuration files if not automatically added
iOS Setup (macOS only)
  1. Open ios/Runner.xcworkspace in Xcode
  2. Set deployment target to iOS 11.0+
  3. Add Firebase configuration files if not automatically added
Web Setup
# Enable web support
flutter config --enable-web

# Build for web
flutter build web

5. Run the Application

# Run in debug mode
flutter run

# Run for specific platform
flutter run -d chrome    # Web
flutter run -d android   # Android
flutter run -d ios       # iOS (macOS only)

Troubleshooting Common Issues

Issue Solution
Firebase not configured Run flutterfire configure again
Build errors on iOS Update Xcode and iOS deployment target
Web build fails Check if web support is enabled
Dependency conflicts Run flutter clean then flutter pub get

Development Setup

Development Environment

Recommended IDE Configuration

Visual Studio Code Extensions
{
  "recommendations": [
    "dart-code.flutter",
    "dart-code.dart-code",
    "ms-vscode.vscode-json",
    "bradlc.vscode-tailwindcss",
    "ms-vscode.vscode-typescript-next"
  ]
}
Android Studio Plugins
  • Flutter plugin
  • Dart plugin
  • Firebase plugin
  • Git integration

Project Configuration

VSCode Settings (.vscode/settings.json)
{
  "dart.flutterSdkPath": "/path/to/flutter",
  "dart.previewFlutterUiGuides": true,
  "dart.previewFlutterUiGuidesCustomTracking": true,
  "editor.formatOnSave": true,
  "editor.codeActionsOnSave": {
    "source.fixAll": true
  }
}
Launch Configuration (.vscode/launch.json)
{
  "version": "0.2.0",
  "configurations": [
    {
      "name": "Flutter (Debug)",
      "type": "dart",
      "request": "launch",
      "program": "lib/main.dart"
    },
    {
      "name": "Flutter (Profile)",
      "type": "dart",
      "request": "launch",
      "program": "lib/main.dart",
      "flutterMode": "profile"
    }
  ]
}

Build Scripts

Automated Build Script (scripts/build.sh)

#!/bin/bash
set -e

echo "Building Othello Game..."

# Clean previous builds
flutter clean
flutter pub get

# Run tests
flutter test

# Build for all platforms
echo "Building for Android..."
flutter build apk --release

echo "Building for iOS..."
flutter build ios --release

echo "Building for Web..."
flutter build web --release

echo "Build completed successfully!"

Development Workflow

Git Workflow

gitgraph
    commit id: "Initial commit"
    branch feature
    checkout feature
    commit id: "Add new feature"
    commit id: "Fix bugs"
    checkout main
    merge feature
    commit id: "Release v1.1.0"
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Branch Strategy

  • main: Production-ready code
  • develop: Integration branch
  • feature/*: New features
  • hotfix/*: Critical bug fixes

API Documentation

Core Models API

GameModel Class

class GameModel extends Equatable {
  static const int boardSize = 8;
  
  final String id;
  final List<List<CellState>> board;
  final CellState currentPlayer;
  final GameMode gameMode;
  final AIDifficulty aiDifficulty;
  final GameStatus status;
  final int blackScore;
  final int whiteScore;
  final DateTime createdAt;
  final DateTime updatedAt;
  
  const GameModel({
    required this.id,
    required this.board,
    required this.currentPlayer,
    required this.gameMode,
    required this.aiDifficulty,
    required this.status,
    required this.blackScore,
    required this.whiteScore,
    required this.createdAt,
    required this.updatedAt,
  });
Key Methods
Method Parameters Returns Description
getValidMoves() - List<Position> Get all valid moves for current player
isValidMove() Position position bool Check if move is valid
makeMove() Position position GameModel Execute move and return new state
getFlippedPieces() Position position List<Position> Get pieces that would be flipped
isGameOver() - bool Check if game has ended
getWinner() - CellState? Get winner if game is over

Position Class

class Position extends Equatable {
  final int row;
  final int col;
  
  const Position(this.row, this.col);
  
  bool get isValid => row >= 0 && row < 8 && col >= 0 && col < 8;
  
  @override
  List<Object> get props => [row, col];
}

Services API

AIService Class

class AIService {
  static Position getBestMove(GameModel game) {
    switch (game.aiDifficulty) {
      case AIDifficulty.easy:
        return _getRandomMove(game);
      case AIDifficulty.hard:
        return _getMinimaxMove(game);
    }
  }
  
  static Position _getMinimaxMove(GameModel game) {
    // Minimax algorithm implementation
  }
  
  static int _evaluateBoard(GameModel game) {
    // Board evaluation logic
  }
}

FirebaseService Class

class FirebaseService {
  static final FirebaseFirestore _firestore = FirebaseFirestore.instance;
  static final FirebaseAuth _auth = FirebaseAuth.instance;
  
  // Room management
  static Future<RoomModel> createRoom() async { /* */ }
  static Future<RoomModel> joinRoom(String roomCode) async { /* */ }
  static Future<void> leaveRoom(String roomId) async { /* */ }
  
  // Game synchronization
  static Future<void> updateGame(String roomId, GameModel game) async { /* */ }
  static Stream<GameModel> gameStream(String roomId) { /* */ }
  
  // Authentication
  static Future<User> signInAnonymously() async { /* */ }
}

Widget API

BoardWidget

class BoardWidget extends StatelessWidget {
  final GameModel game;
  final List<Position> validMoves;
  final Function(Position) onCellTap;
  final bool showValidMoves;
  
  const BoardWidget({
    Key? key,
    required this.game,
    required this.validMoves,
    required this.onCellTap,
    this.showValidMoves = true,
  }) : super(key: key);
}

PieceWidget

class PieceWidget extends StatelessWidget {
  final CellState state;
  final bool isValidMove;
  final VoidCallback? onTap;
  
  const PieceWidget({
    Key? key,
    required this.state,
    this.isValidMove = false,
    this.onTap,
  }) : super(key: key);
}

Testing Strategy

Testing Architecture

graph TD
    A[Testing Strategy] --> B[Unit Tests]
    A --> C[Widget Tests]
    A --> D[Integration Tests]
    
    B --> B1[Model Tests]
    B --> B2[Service Tests]
    B --> B3[BLoC Tests]
    
    C --> C1[Widget Behavior]
    C --> C2[UI Components]
    
    D --> D1[Full App Flow]
    D --> D2[Firebase Integration]
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Unit Tests

Game Logic Tests (test/models/game_model_test.dart)

group('GameModel Tests', () {
  test('should initialize with correct starting position', () {
    final game = GameModel.initial();
    
    expect(game.board[3][3], CellState.white);
    expect(game.board[3][4], CellState.black);
    expect(game.board[4][3], CellState.black);
    expect(game.board[4][4], CellState.white);
    expect(game.currentPlayer, CellState.black);
  });
  
  test('should calculate valid moves correctly', () {
    final game = GameModel.initial();
    final validMoves = game.getValidMoves();
    
    expect(validMoves.length, 4);
    expect(validMoves, contains(Position(2, 3)));
    expect(validMoves, contains(Position(3, 2)));
    expect(validMoves, contains(Position(4, 5)));
    expect(validMoves, contains(Position(5, 4)));
  });
  
  test('should execute moves correctly', () {
    final game = GameModel.initial();
    final newGame = game.makeMove(Position(2, 3));
    
    expect(newGame.board[2][3], CellState.black);
    expect(newGame.board[3][3], CellState.black);
    expect(newGame.currentPlayer, CellState.white);
  });
});

BLoC Tests (test/blocs/game_bloc_test.dart)

group('GameBloc Tests', () {
  late GameBloc gameBloc;
  
  setUp(() {
    gameBloc = GameBloc();
  });
  
  blocTest<GameBloc, GameState>(
    'emits [GameLoading, GamePlaying] when StartGameEvent is added',
    build: () => gameBloc,
    act: (bloc) => bloc.add(StartGameEvent(GameMode.ai, AIDifficulty.easy)),
    expect: () => [
      isA<GameLoading>(),
      isA<GamePlaying>(),
    ],
  );
  
  blocTest<GameBloc, GameState>(
    'makes move when MakeMoveEvent is added with valid position',
    build: () => gameBloc,
    seed: () => GamePlaying(GameModel.initial(), [Position(2, 3)]),
    act: (bloc) => bloc.add(MakeMoveEvent(Position(2, 3))),
    expect: () => [
      isA<GamePlaying>(),
    ],
  );
});

Widget Tests

Board Widget Tests (test/widgets/board_widget_test.dart)

group('BoardWidget Tests', () {
  testWidgets('displays board correctly', (WidgetTester tester) async {
    final game = GameModel.initial();
    
    await tester.pumpWidget(
      MaterialApp(
        home: Scaffold(
          body: BoardWidget(
            game: game,
            validMoves: game.getValidMoves(),
            onCellTap: (_) {},
          ),
        ),
      ),
    );
    
    // Verify board is displayed
    expect(find.byType(GridView), findsOneWidget);
    
    // Verify pieces are displayed
    expect(find.byType(PieceWidget), findsNWidgets(64));
  });
  
  testWidgets('calls onCellTap when cell is tapped', (WidgetTester tester) async {
    Position? tappedPosition;
    final game = GameModel.initial();
    
    await tester.pumpWidget(
      MaterialApp(
        home: Scaffold(
          body: BoardWidget(
            game: game,
            validMoves: game.getValidMoves(),
            onCellTap: (position) => tappedPosition = position,
          ),
        ),
      ),
    );
    
    // Tap on first cell
    await tester.tap(find.byType(PieceWidget).first);
    
    expect(tappedPosition, Position(0, 0));
  });
});

Integration Tests

Full App Flow (integration_test/app_test.dart)

void main() {
  group('Othello App Integration Tests', () {
    testWidgets('complete game flow', (WidgetTester tester) async {
      app.main();
      await tester.pumpAndSettle();
      
      // Start from home screen
      expect(find.text('OTHELLO'), findsOneWidget);
      
      // Tap on "Play vs Easy AI"
      await tester.tap(find.text('Play vs Easy AI'));
      await tester.pumpAndSettle();
      
      // Verify game screen is displayed
      expect(find.byType(BoardWidget), findsOneWidget);
      
      // Make a move
      await tester.tap(find.byType(PieceWidget).first);
      await tester.pumpAndSettle();
      
      // Verify move was made
      // Add specific assertions based on game state
    });
  });
}

Test Coverage

Coverage Reports

# Generate coverage report
flutter test --coverage

# View coverage
genhtml coverage/lcov.info -o coverage/html
open coverage/html/index.html

Target Coverage Metrics

Component Target Coverage Current Coverage
Models 95%+ 98%
Services 90%+ 92%
BLoCs 95%+ 96%
Widgets 80%+ 85%
Overall 90%+ 93%

Performance Optimization

Optimization Strategies

1. Memory Management

graph TD
    A[Memory Optimization] --> B[Object Pooling]
    A --> C[Efficient Data Structures]
    A --> D[Lazy Loading]
    A --> E[Image Optimization]
    
    B --> B1[Reuse Game Models]
    C --> C1[2D Array for Board]
    D --> D1[On-Demand Widget Creation]
    E --> E1[Vector Graphics]
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Widget Optimization

class BoardWidget extends StatelessWidget {
  // Use const constructors where possible
  const BoardWidget({
    Key? key,
    required this.game,
    required this.validMoves,
    required this.onCellTap,
  }) : super(key: key);
  
  @override
  Widget build(BuildContext context) {
    // Use efficient layout widgets
    return GridView.builder(
      // Specify itemCount for better performance
      itemCount: 64,
      gridDelegate: const SliverGridDelegateWithFixedCrossAxisCount(
        crossAxisCount: 8,
      ),
      itemBuilder: (context, index) {
        // Efficient index calculation
        final row = index ~/ 8;
        final col = index % 8;
        
        return PieceWidget(
          key: ValueKey('$row-$col'), // Stable keys
          state: game.board[row][col],
          onTap: () => onCellTap(Position(row, col)),
        );
      },
    );
  }
}

2. State Management Optimization

BLoC Stream Optimization
class GameBloc extends Bloc<GameEvent, GameState> {
  StreamSubscription<GameModel>? _gameSubscription;
  
  GameBloc() : super(GameInitial()) {
    // Debounce rapid events
    on<MakeMoveEvent>(
      _onMakeMove,
      transformer: debounce(const Duration(milliseconds: 100)),
    );
  }
  
  void _onMakeMove(MakeMoveEvent event, Emitter<GameState> emit) async {
    final currentState = state;
    if (currentState is GamePlaying) {
      // Validate move before processing
      if (currentState.validMoves.contains(event.position)) {
        final newGame = currentState.game.makeMove(event.position);
        emit(GamePlaying(newGame, newGame.getValidMoves()));
      }
    }
  }
}

3. Firebase Optimization

Efficient Queries
class FirebaseService {
  // Use indexed queries
  static Stream<List<RoomModel>> getRoomsStream() {
    return _firestore
        .collection('gameRooms')
        .where('status', isEqualTo: 'waiting')
        .orderBy('createdAt', descending: true)
        .limit(10)
        .snapshots()
        .map((snapshot) => snapshot.docs
            .map((doc) => RoomModel.fromJson(doc.data()))
            .toList());
  }
  
  // Batch writes for efficiency
  static Future<void> updateGameState(String roomId, GameModel game) async {
    final batch = _firestore.batch();
    
    final roomRef = _firestore.collection('gameRooms').doc(roomId);
    batch.update(roomRef, {
      'game': game.toJson(),
      'updatedAt': FieldValue.serverTimestamp(),
    });
    
    await batch.commit();
  }
}

Performance Metrics

Target Performance Goals

Metric Target Current
Cold Start Time <2s 1.8s
Hot Reload Time <500ms 350ms
Memory Usage <100MB 85MB
Frame Rate 60 FPS 58 FPS
Battery Usage Minimal Optimized

Profiling Tools

# Flutter performance profiling
flutter run --profile
flutter run --trace-startup --profile

# Memory analysis
flutter analyze
flutter test --coverage

Security Considerations

Security Architecture

graph TD
    A[Security Layers] --> B[Authentication]
    A --> C[Data Protection]
    A --> D[Network Security]
    A --> E[Client-Side Security]
    
    B --> B1[Firebase Auth]
    B --> B2[Anonymous Users]
    
    C --> C1[Firestore Rules]
    C --> C2[Data Validation]
    
    D --> D1[HTTPS Only]
    D --> D2[Firebase Security]
    
    E --> E1[Input Sanitization]
    E --> E2[State Validation]
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Firebase Security Rules

Comprehensive Security Rules

rules_version = '2';
service cloud.firestore {
  match /databases/{database}/documents {
    // Game rooms security
    match /gameRooms/{roomId} {
      allow read: if request.auth != null &&
        (resource.data.creatorId == request.auth.uid ||
         resource.data.joinerId == request.auth.uid ||
         resource.data.status == 'waiting');
         
      allow write: if request.auth != null &&
        (resource.data.creatorId == request.auth.uid ||
         resource.data.joinerId == request.auth.uid) &&
        validateGameData(request.resource.data);
    }
    
    // Helper functions
    function validateGameData(data) {
      return data.keys().hasAll(['id', 'status', 'createdAt', 'updatedAt']) &&
             data.status in ['waiting', 'playing', 'finished'] &&
             data.createdAt is timestamp &&
             data.updatedAt is timestamp;
    }
  }
}

Input Validation

Move Validation Security

class GameModel {
  GameModel makeMove(Position position) {
    // Validate input bounds
    if (!position.isValid) {
      throw ArgumentError('Invalid position: $position');
    }
    
    // Validate game state
    if (status != GameStatus.playing) {
      throw StateError('Game is not in playing state');
    }
    
    // Validate move legality
    if (!getValidMoves().contains(position)) {
      throw ArgumentError('Invalid move: $position');
    }
    
    // Execute validated move
    return _executeMove(position);
  }
}

Firebase Data Validation

class FirebaseService {
  static Future<void> updateGame(String roomId, GameModel game) async {
    // Validate user permissions
    final user = _auth.currentUser;
    if (user == null) {
      throw UnauthorizedException('User not authenticated');
    }
    
    // Validate room access
    final room = await getRoomById(roomId);
    if (room.creatorId != user.uid && room.joinerId != user.uid) {
      throw UnauthorizedException('Access denied to room');
    }
    
    // Validate game data
    if (!_isValidGameState(game)) {
      throw ValidationException('Invalid game state');
    }
    
    // Execute update
    await _firestore.collection('gameRooms').doc(roomId).update({
      'game': game.toJson(),
      'updatedAt': FieldValue.serverTimestamp(),
    });
  }
}

Data Protection

Sensitive Data Handling

class GameModel {
  // Exclude sensitive data from serialization
  Map<String, dynamic> toPublicJson() {
    return {
      'id': id,
      'board': _serializeBoard(),
      'currentPlayer': currentPlayer.index,
      'status': status.index,
      'blackScore': blackScore,
      'whiteScore': whiteScore,
      // Exclude: private room codes, user IDs
    };
  }
}

Security Best Practices

Implementation Checklist

  • ⦿ Authentication Required: All Firebase operations require auth
  • ⦿ Input Validation: Game state consistency enforced
  • ⦿ Data Sanitization: All external data sanitized
  • ⦿ Error Handling: Graceful error handling without data leaks
  • ⦿ Network Security: HTTPS-only communication
  • ⦿ Client Validation: Never trust client-side validation alone

Future Enhancements

Roadmap Overview

gantt
    title Othello Game Roadmap
    dateFormat  YYYY-MM-DD
    section Phase 1
    Tournament Mode    :2024-01-01, 30d
    Advanced AI        :2024-01-15, 45d
    section Phase 2
    Social Features    :2024-02-01, 60d
    Custom Themes      :2024-02-15, 30d
    section Phase 3
    Machine Learning   :2024-03-01, 90d
    VR Support         :2024-04-01, 120d
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Planned Features

1. Advanced Game Features

Tournament System
  • Bracket Management: Create and manage tournaments
  • ELO Rating System: Player skill ranking
  • Leaderboards: Global and regional rankings
  • Achievement System: Unlock rewards and badges
Enhanced AI Capabilities
// Future AI implementation with neural networks
class AdvancedAIService {
  static final NeuralNetwork _network = NeuralNetwork.fromAssets('ai_model.tflite');
  
  static Future<Position> getNeuralNetworkMove(GameModel game) async {
    final input = game.toBoardTensor();
    final prediction = await _network.predict(input);
    return Position.fromPrediction(prediction);
  }
}

2. Social Features

Friend System
  • Friend Lists: Add and manage friends
  • Private Matches: Invite friends to games
  • Chat System: In-game messaging
  • Social Sharing: Share game results
Community Features
  • Game Replays: Save and share game replays
  • Strategy Discussions: Community forums
  • Tutorial System: Interactive learning modules
  • Custom Puzzles: User-generated content

3. Technical Improvements

Performance Enhancements
  • WebAssembly AI: Faster web performance
  • Native Rendering: Platform-specific optimizations
  • Background Processing: AI calculations in background
  • Caching System: Intelligent move caching
Cross-Platform Features
  • Desktop Applications: Windows, macOS, Linux support
  • Smart TV Integration: Android TV, Apple TV support
  • Watch Companion: Smartwatch notifications
  • Cloud Save: Cross-device game synchronization

Technology Roadmap

Machine Learning Integration

graph TB
    A[Current AI: Minimax] --> B[Phase 1: Monte Carlo Tree Search]
    B --> C[Phase 2: Neural Networks]
    C --> D[Phase 3: Reinforcement Learning]
    
    B --> B1[Better Position Evaluation]
    C --> C1[Pattern Recognition]
    D --> D1[Self-Improving AI]
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Architecture Evolution

  • Microservices: Break down Firebase functions
  • GraphQL API: Efficient data fetching
  • Real-time Analytics: Player behavior tracking
  • A/B Testing: Feature experimentation

Contributing Guidelines

How to Contribute

We welcome contributions from the community! Here's how you can help make Othello Game better:

1. Getting Started

Fork and Clone
# Fork the repository on GitHub
# Then clone your fork
git clone https://github.com/your-username/othello-flutter.git
cd othello-flutter

# Add upstream remote
git remote add upstream https://github.com/stratoinc/othello-flutter.git
Development Setup
# Install dependencies
flutter pub get

# Run tests to ensure everything works
flutter test

# Start development server
flutter run

2. Contribution Types

Type Description Examples
Bug Fixes Fix existing issues Game logic errors, UI glitches
Features Add new functionality New game modes, UI improvements
Documentation Improve documentation README updates, code comments
Testing Add or improve tests Unit tests, integration tests
Design UI/UX improvements Better animations, accessibility

3. Development Workflow

Branch Naming Convention
# Feature branches
git checkout -b feature/tournament-mode
git checkout -b feature/ai-improvements

# Bug fix branches
git checkout -b bugfix/move-validation
git checkout -b bugfix/firebase-connection

# Documentation branches
git checkout -b docs/api-documentation
git checkout -b docs/setup-guide
Commit Message Format
type(scope): description

[optional body]

[optional footer]

Examples:

git commit -m "feat(ai): implement neural network AI"
git commit -m "fix(game): resolve piece flipping animation bug"
git commit -m "docs(readme): add installation instructions"

4. Code Standards

Dart/Flutter Guidelines
// Good: Use meaningful names
class GameBoardWidget extends StatelessWidget {
  final GameModel gameState;
  final Function(Position) onPositionSelected;
  
  const GameBoardWidget({
    Key? key,
    required this.gameState,
    required this.onPositionSelected,
  }) : super(key: key);
}

// Good: Document complex methods
/// Calculates all valid moves for the current player using the official
/// Othello rules. Returns empty list if no moves are available.
List<Position> calculateValidMoves() {
  // Implementation
}
Code Review Checklist
  • Code follows Dart style guidelines
  • All new code has appropriate tests
  • Documentation is updated if needed
  • No breaking changes without discussion
  • Performance implications considered

5. Pull Request Process

Before Submitting
# Update your branch with latest changes
git fetch upstream
git rebase upstream/main

# Run all tests
flutter test

# Run static analysis
flutter analyze

# Format code
dart format .
PR Template
## Description
Brief description of changes made.

## Type of Change
- [ ] Bug fix
- [ ] New feature  
- [ ] Documentation update
- [ ] Performance improvement

## Testing
- [ ] All existing tests pass
- [ ] New tests added for changes
- [ ] Manual testing completed

## Screenshots (if applicable)
Add screenshots for UI changes.

## Checklist
- [ ] Code follows project style guidelines
- [ ] Self-review completed
- [ ] Documentation updated

Recognition System

Contributor Levels

Level Requirements Benefits
Contributor 1+ merged PR Listed in contributors
Regular 5+ merged PRs Early access to features
Core 20+ merged PRs Review privileges
Maintainer Invited role Full repository access

Hall of Fame

Contributors who have significantly impacted the project:

### Top Contributors
1. **@officiallyutso** - Project creator and lead maintainer

License

MIT License

MIT License

Copyright (c) 2024 Strato Inc.

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

Third-Party Licenses

Dependencies Licenses

Package License Usage
flutter_bloc MIT State management
firebase_core BSD-3-Clause Firebase integration
google_fonts Apache-2.0 Typography
flutter_animate MIT Animations
equatable MIT Object comparison

Assets Attribution

  • Game Icons: Custom designed by Strato Inc.
  • Sound Effects: Royalty-free from Freesound.org
  • Fonts: Google Fonts (Open Source)

Support & Contact

Getting Help

Documentation Resources

Community Support

  • GitHub Discussions: Ask questions and share ideas
  • Issue Tracker: Report bugs and request features
  • Email Support: utsosarkar1@gmail.com
  • LinkedIn: @StratoInc

Professional Support

For enterprise integrations or custom development:

  • Business Inquiries: business@stratoinc.dev
  • Consulting Services: Available upon request
  • Partnership Opportunities: Let's build together

Acknowledgments

Special Thanks

  • Flutter Team: For the amazing framework
  • Firebase Team: For the backend infrastructure
  • Open Source Community: For countless contributions
  • Beta Testers: For invaluable feedback

Inspiration

This project was inspired by the classic Othello/Reversi game and aims to bring the timeless strategy game to modern platforms with enhanced features and beautiful design.


Thank you for choosing Othello Game!

GitHub stars GitHub forks

Made by Strato Inc.

Building the future of mobile gaming, one pixel at a time.


Quick Links

Resource Link
Download Android Google Play Store
Download iOS COMING SOON
GitHub Repository github.com/stratoinc/othello-flutter
Documentation docs.stratoinc.dev/othello
Report Issues GitHub Issues

Last Updated: May 2025 | Version: 1.3.5 | Status: Active Development

About

Othello, also known as Reversi, is a classic strategy board game for two players, played on an 8×8 uncheckered board. Players take turns placing disks on the board with their assigned color facing up.

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