I need help with creating a Java program described below: Turn-based Board Game Use an array to store a game board in which you have empty cells. Steps: Create the representation of a room in a game as an array Read the length and width of the room as two integers, defining the array to have “width” rows, and “length” columns Around the room, there is a wall marked with ‘#’ In the room, there is one randomly placed exit, marked with an ‘E’ In the room, there is a player marked with ‘o’ Read a number of obstacles, marked with ‘#’ and randomly place them in the room. Check that the number of obstacles is not too big compared with the length and width Add a random monster on the table. At each turn: the player moves through the room by entering a character turn by turn: -a (left), -s (down), -d (right), -w (up). After that, the computer selects a direction and moves randomly if empty or stays unmoved if not empty. If the user hits a wall, a monster or is hit by a monster dies. If the user moves to Exit, wins Implement user and computer moves, turn by turn. Move the player through the room by entering the move turn by turn: a (left), s (down), d (right), w (up). Randomly move several monsters.

Programming Logic & Design Comprehensive
9th Edition
ISBN:9781337669405
Author:FARRELL
Publisher:FARRELL
Chapter6: Arrays
Section: Chapter Questions
Problem 12PE
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I need help with creating a Java program described below:

 

Turn-based Board Game

Use an array to store a game board in which you have empty cells.

Steps:

  • Create the representation of a room in a game as an array
  • Read the length and width of the room as two integers, defining the array to have “width” rows, and “length” columns
  • Around the room, there is a wall marked with ‘#’
  • In the room, there is one randomly placed exit, marked with an ‘E’
  • In the room, there is a player marked with ‘o’
  • Read a number of obstacles, marked with ‘#’ and randomly place them in the room.
  • Check that the number of obstacles is not too big compared with the length and width
  • Add a random monster on the table.
  • At each turn: the player moves through the room by entering a character turn by turn:

                  -a (left),

                  -s (down),

                  -d (right),

                  -w (up).

  • After that, the computer selects a direction and moves randomly if empty or stays unmoved if not empty.
  • If the user hits a wall, a monster or is hit by a monster dies.
  • If the user moves to Exit, wins

 

Implement user and computer moves, turn by turn. Move the player through the room by entering the move turn by turn: a (left), s (down), d (right), w (up). Randomly move several monsters.

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