(1) Code a method that can make a ghost, and another to make a pacman on the screen. (2) Once that code is finished and tested, copy the methods into the code below. The loop will fill the screen with mostly ghosts and a few pacmans. emmm 0 10 20 30 40 50 60 10 20 00 import java.awt.*; import javax.swing.*; public class manyPacMans extends JFrame { public void paint (Graphics g) ( for (int x = 0; x< 1000 ; x += 100) { for (int y=0; y< 800; y += 100) ( 0 10 20 30 40 50 60 7 if (random == 0) pacman (x, y); else ghost (x, y); } }}//add methods here } 2289382 10 20 30 40 50 60 70 Q int random = (int) (Math.random()* 10); //change the method names to match your own.
(1) Code a method that can make a ghost, and another to make a pacman on the screen. (2) Once that code is finished and tested, copy the methods into the code below. The loop will fill the screen with mostly ghosts and a few pacmans. emmm 0 10 20 30 40 50 60 10 20 00 import java.awt.*; import javax.swing.*; public class manyPacMans extends JFrame { public void paint (Graphics g) ( for (int x = 0; x< 1000 ; x += 100) { for (int y=0; y< 800; y += 100) ( 0 10 20 30 40 50 60 7 if (random == 0) pacman (x, y); else ghost (x, y); } }}//add methods here } 2289382 10 20 30 40 50 60 70 Q int random = (int) (Math.random()* 10); //change the method names to match your own.
Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
Related questions
Question
Please make a simple pac man and ghosted game using java. Please use gui

Transcribed Image Text:# Many Ghosts and Some PacMans
## ICS4U0 - Computer Studies - Heart Lake Secondary School
### Instructions:
1. **Code a method** that can create a ghost, and another to create a Pac-Man on the screen.
2. **Once the code is complete and tested**, integrate the methods into the code below. The loop will fill the screen with mostly ghosts and a few Pac-Mans.
### Visual Guide:
- **Image Descriptions:**
- **Neon Image:** Displays a yellow Pac-Man followed by three ghosts in blue, pink, and red.
- **Graph Diagrams:**
- **Ghost Diagram:** A graph plotting the outlines of a ghost figure, consisting of a semicircle with a wavy base and two circles for eyes.
- **Pac-Man Diagram:** A graph showing the classic Pac-Man shape, resembling a circle with a wedge missing to represent the mouth.
### Sample Code:
```java
import java.awt.*;
import javax.swing.*;
public class manyPacMans extends JFrame {
public void paint (Graphics g) {
for (int x = 0; x < 1000; x += 100) {
for (int y = 0; y < 800; y += 100) {
int random = (int) (Math.random() * 10);
// Change the method names to match your own.
if (random == 0)
pacman(x, y);
else
ghost(x, y);
}
}
}
// Add methods here
}
```
### Additional Notes:
- Make sure to define your own `pacman(x, y)` and `ghost(x, y)` methods for drawing.
- The loop iterates over a grid, plotting characters based on random values.
- Experiment with different colors and sizes to customize your screen display.
Expert Solution

Step 1
Answer:
We have done method which was reaming in the original code and also attached the code and screenshot
Step by step
Solved in 4 steps with 2 images
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