EBK STARTING OUT WITH PROGRAMMING LOGIC
5th Edition
ISBN: 8220106960493
Author: GADDIS
Publisher: PEARSON
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Textbook Question
Chapter 6, Problem 11PE
Prime Number List
This exercise assumes you have already designed the isPrime function in
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Add a timer in the following code.
public class GameGUI extends JPanel { private final Labyrinth labyrinth; private final Player player; private final Dragon dragon; private Timer timer; private long elapsedTime;
public GameGUI(Labyrinth labyrinth, Player player, Dragon dragon) { this.labyrinth = labyrinth; this.player = player; this.dragon = dragon; String playerName = JOptionPane.showInputDialog("Enter your name:"); player.setName(playerName); elapsedTime = 0; timer = new Timer(1000, e -> { elapsedTime++; repaint(); }); timer.start();
}
@Override protected void paintComponent(Graphics g) { super.paintComponent(g); int cellSize = Math.min(getWidth() / labyrinth.getSize(), getHeight() / labyrinth.getSize());}
Change the following code so that when player wins the game, the game continues by creating new GameGUI with the same player. However the player's starting position is same, everything else should be reseted.
public static void main(String[] args) { Labyrinth labyrinth = new Labyrinth(10); Player player = new Player(9, 0); Random rand = new Random(); Dragon dragon = new Dragon(rand.nextInt(10), 9); JFrame frame = new JFrame("Labyrinth Game"); GameGUI gui = new GameGUI(labyrinth, player, dragon);
frame.setLayout(new BorderLayout()); frame.setSize(600, 600); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.add(gui, BorderLayout.CENTER); frame.pack(); frame.setResizable(false); frame.setVisible(true); }
public class GameGUI extends JPanel { private final Labyrinth labyrinth; private final Player player; private final Dragon dragon; private Timer timer; private long…
Create a menu item which restarts the game. Also add a timer, which counts the elapsed time since the start of the game level.
When the restart is pressed, the restarted game should ask the player' name (in the GameGUI constructor) and set the score of player to 0 (player.setScore(0)), and the timer should restart again. And create a logic so that if the player loses his life (checkGame if the condition is false), then save this number together with his name into two variables. And display two buttons where one quits the game altogether (System.exit(0)) and the other restarts the game.
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…
Chapter 6 Solutions
EBK STARTING OUT WITH PROGRAMMING LOGIC
Ch. 6.1 - How does a function differ from a module?Ch. 6.1 - Prob. 6.2CPCh. 6.1 - Prob. 6.3CPCh. 6.1 - In pseudocode, what does the following statement...Ch. 6.1 - In pseudocode, what does the following statement...Ch. 6.2 - What is the purpose of the Return statement in a...Ch. 6.2 - Look at the following pseudocode function...Ch. 6.2 - What is a Boolean function?Ch. 6 - This is a prewritten function that is built into a...Ch. 6 - This term describes any mechanism that accepts...
Ch. 6 - This part of a function definition specifies the...Ch. 6 - This part of a function definition is comprised of...Ch. 6 - In pseudocode, this statement causes a function to...Ch. 6 - This is a design tool that describes the input,...Ch. 6 - This type of function returns either True or...Ch. 6 - This is an example of a data type conversion...Ch. 6 - Prob. 9MCCh. 6 - Prob. 10MCCh. 6 - The code for a library function must appear in a...Ch. 6 - Prob. 2TFCh. 6 - In many languages it is an error to assign a real...Ch. 6 - In some languages you must use a library function...Ch. 6 - Prob. 5TFCh. 6 - What is the difference between a module and a...Ch. 6 - Prob. 2SACh. 6 - Prob. 3SACh. 6 - Prob. 4SACh. 6 - Prob. 5SACh. 6 - Prob. 6SACh. 6 - As shown in this chapter, write a pseudocode...Ch. 6 - The following pseudocode statement calls a...Ch. 6 - A pseudocode program contains the following...Ch. 6 - Design a pseudocode function named timesTen that...Ch. 6 - Design a pseudocode function named getFirstName...Ch. 6 - Assume that a program has two String variables...Ch. 6 - The programmer intends for this pseudocode to...Ch. 6 - Can you find the reason that the following...Ch. 6 - Can you find the reason that the following...Ch. 6 - Feet to Inches One foot equals 12 inches. Design a...Ch. 6 - Math Quiz Design a program that gives simple math...Ch. 6 - Maximum of Two Values Design a function named max...Ch. 6 - Falling Distance When an object is falling because...Ch. 6 - Kinetic Energy In physics, an object that is in...Ch. 6 - Test Average and Grade Write a program that asks...Ch. 6 - Odd/Even Counter In this chapter you saw an...Ch. 6 - Guess the Number Design a number guessing game...Ch. 6 - Prime Numbers A prime number is a number that is...Ch. 6 - Prime Number List This exercise assumes you have...Ch. 6 - Rock, Paper, Scissors Game Design a program that...Ch. 6 - Prob. 13PECh. 6 - ESP Game Design a program that tests your ESP, or...
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- Please original work Analyze the complexity issues of processing big data What are five complexities and talk about the reasons they make the implementation complex. Please cite in text references and add weblinksarrow_forwardCreate 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…arrow_forwardCreate 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.");…arrow_forward
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- Change the following code so that there is always at least one way to get from the left corner to the top right, but the labyrinth is still randomized. The player starts at the bottom left corner of the labyrinth. He has to get to the top right corner of the labyrinth as fast he can, avoiding a meeting with the evil dragon. Take care that the player and the dragon cannot start off on walls. Also the dragon starts off from a randomly chosen position public class Labyrinth { private final int size; private final Cell[][] grid; public Labyrinth(int size) { this.size = size; this.grid = new Cell[size][size]; generateLabyrinth(); } private void generateLabyrinth() { Random rand = new Random(); for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { // Randomly create walls and paths grid[i][j] = new Cell(rand.nextBoolean()); } } // Ensure start and end are…arrow_forwardChange the following code so that it checks the following 3 conditions: 1. there is no space between each cells (imgs) 2. even if it is resized, the components wouldn't disappear 3. The GameGUI JPanel takes all the JFrame space, so that there shouldn't be extra space appearing in the frame other than the game. Main(): Labyrinth labyrinth = new Labyrinth(10); Player player = new Player(9, 0); Dragon dragon = new Dragon(9, 9); JFrame frame = new JFrame("Labyrinth Game"); GameGUI gui = new GameGUI(labyrinth, player, dragon); frame.add(gui); frame.setSize(600, 600); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); public class GameGUI extends JPanel { private final Labyrinth labyrinth; private final Player player; private final Dragon dragon; //labyrinth, player, dragon are just public classes private final ImageIcon playerIcon = new ImageIcon("data/images/player.png");…arrow_forwardMake the following game user friendly with GUI, with some simple graphics. The GUI should be in another seperate class, with some ImageIcon, and Game class should be added into the pane. The following code works as this: The objective of the player is to escape from this labyrinth. The player starts at the bottom left corner of the labyrinth. He has to get to the top right corner of the labyrinth as fast he can, avoiding a meeting with the evil dragon. The player can move only in four directions: left, right, up or down. There are several escape paths in all labyrinths. The player’s character should be able to moved with the well known WASD keyboard buttons. If the dragon gets to a neighboring field of the player, then the player dies. Because it is dark in the labyrinth, the player can see only the neighboring fields at a distance of 3 units. Cell Class: public class Cell { private boolean isWall; public Cell(boolean isWall) { this.isWall = isWall; } public boolean isWall() { return…arrow_forward
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