Mindtap Computing, 1 Term (6 Months) Printed Access Card For Farrell’s Java Programming, 8th
Mindtap Computing, 1 Term (6 Months) Printed Access Card For Farrell’s Java Programming, 8th
8th Edition
ISBN: 9781337091480
Author: Joyce Farrell
Publisher: Cengage Learning
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Chapter 3, Problem 16RQ
Program Description Answer

In the class, most data fields are private.

Hence, the correct option is “a”.

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Create a Database in JAVA Netbeans that saves name of the player and how many labyrinths did the player solve. Record the number of how many labyrinths did the player solve, and if he loses his life, then save this number together with his name into the database. Create a menu item, which displays a highscore table of the players for the 10 best scores public class GameGUI extends JPanel {    private final Labyrinth labyrinth;    private final Player player;    private final Dragon dragon;     private void checkGameState() {        if (player.getX() == 0 && player.getY() == labyrinth.getSize() - 1) {            JOptionPane.showMessageDialog(this, "You escaped! Congratulations!");            System.exit(0);        }         if (Math.abs(player.getX() - dragon.getX()) <= 1 &&            Math.abs(player.getY() - dragon.getY()) <= 1) {            JOptionPane.showMessageDialog(this, "The dragon caught you! Game Over.");            System.exit(0);        }    } } public…
Create a Database in JAVA OOP that saves name of the player and how many labyrinths did the player solve. Record the number of how many labyrinths did the player solve, and if he loses his life, then save this number together with his name into the database. Create a menu item, which displays a highscore table of the players for the 10 best scores. Also, create a menu item which restarts the game. public class GameGUI extends JPanel {    private final Labyrinth labyrinth;    private final Player player;    private final Dragon dragon;     private void checkGameState() {        if (player.getX() == 0 && player.getY() == labyrinth.getSize() - 1) {            JOptionPane.showMessageDialog(this, "You escaped! Congratulations!");            System.exit(0);        }         if (Math.abs(player.getX() - dragon.getX()) <= 1 &&            Math.abs(player.getY() - dragon.getY()) <= 1) {            JOptionPane.showMessageDialog(this, "The dragon caught you! Game Over.");…
Change the following code so that the player can see only the neighboring fields at a distance of 3 units.   public class GameGUI extends JPanel {    private final Labyrinth labyrinth;    private final Player player;    private final Dragon dragon;     private final ImageIcon playerIcon = new ImageIcon("data/images/player.png");    private final ImageIcon dragonIcon = new ImageIcon("data/images/dragon.png");    private final ImageIcon wallIcon = new ImageIcon("data/images/wall.png");    private final ImageIcon emptyIcon = new ImageIcon("data/images/empty.png");     public GameGUI(Labyrinth labyrinth, Player player, Dragon dragon) {        this.labyrinth = labyrinth;        this.player = player;        this.dragon = dragon;         setFocusable(true);        addKeyListener(new KeyAdapter() {            @Override            public void keyPressed(KeyEvent e) {                char move = switch (e.getKeyCode()) {                    case KeyEvent.VK_W -> 'W';                    case…
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