Java: An Introduction to Problem Solving and Programming (8th Edition)
8th Edition
ISBN: 9780134462035
Author: Walter Savitch
Publisher: PEARSON
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Chapter 5, Problem 12PP
Program Plan Intro
Monkey face and hand in JavaFX Application
Program Plan:
- • Import required package.
- • Define “enum” class for monkey hand position.
- • Define “drawMonkeyFace” class.
- ○ Initializes required variables.
- ○ Define main function.
- ○ Define “drawFace” method with argument of “GraphicsContext” object, “at_XBase”, “at_YBase” and “HandPosition” object.
- ■ Invoke “strokeOval” method for object “gContext”.
- ■ Compute the monkey ear width, height and offset to draw the monkey ear.
- ■ Invoke “strokeOval” method for object “gContext”.
- ■ Compute the monkey eye width, height and offset to draw the monkey eye.
- ■ Invoke “strokeOval” method for object “gContext”.
- ■ Compute the monkey mouth width, height and offset to draw the monkey mouth.
- ■ Invoke “strokeArc” for object “gContext” which is used to draw arc.
- ■ Declare required variables for hand offset.
- ■ Check location of hand using “switch” case.
- • If the case is “MONKEY_MOUTH”, then compute hand offset for “X” and “Y” and then call “drawMonkeyHand” method.
- • If the case is “MONKEY_EYE”, then compute hand offset for “X” and “Y” and then call “drawMonkeyHand” method.
- • If the case is “MONKEY_EAR”, then compute hand offset for “X” and “Y” and then call “drawMonkeyHand” method.
- ○ Define “drawMonkeyHand” method with argument of “GraphicsContext” object, “at_XBase” and “at_YBase”.
- ■ Compute palm width and height.
- ■ Invoke “fillOval” method for object “gContext”.
- ■ Compute finger width, height of monkey and offset.
- ■ Invoke “fillOval” method for object “gContext”.
- ○ Define “start” method.
- ■ Create an object “rt” from “Group” class.
- ■ Create an object “s” from “Scene” class.
- ■ Create an object “ca” from “Canvas” class.
- ■ Create object for “GraphicsContext” class.
- ■ Draw monkey ear by calling method “drawFace”.
- ■ Set the font by using the method “setFont”.
- ■ Set text for first monkey face by using method “fillText”.
- ■ Draw monkey eye by calling method “drawFace”.
- ■ Set text for second monkey face by using method “fillText”.
- ■ Draw monkey mouth by calling method “drawFace”.
- ■ Set text for third monkey face by using method “fillText”.
- ■ Set title for given program.
- ■ Call “setScene” method for stage.
- ■ Display the all pics by using method “show”.
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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…
Change 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");…
Chapter 5 Solutions
Java: An Introduction to Problem Solving and Programming (8th Edition)
Ch. 5.1 - Consider the program in Listing 5.4 . Suppose you...Ch. 5.1 - Prob. 2STQCh. 5.1 - Prob. 3STQCh. 5.1 - Suppose every species in the world has a peculiar...Ch. 5.1 - Revise the definition of the method writeOutput in...Ch. 5.1 - Revise the definition of the method readInput in...Ch. 5.1 - Revise the definition of the method...Ch. 5.1 - What is the meaning of (int) that appears in the...Ch. 5.1 - Prob. 9STQCh. 5.1 - Define a method called getDensity that could be...
Ch. 5.1 - Define a method called changePopulation that could...Ch. 5.1 - Define a method called changePopulation that could...Ch. 5.2 - In Listing 5.12, we set the data for the object...Ch. 5.2 - Give preconditions and postconditions for the...Ch. 5.2 - What is an accessor method? What is a mutator...Ch. 5.2 - Give the complete definition of a class called...Ch. 5.2 - Prob. 17STQCh. 5.2 - In the definition of the method in Listing 5.15,...Ch. 5.2 - What is a well-encapsulated class definition?Ch. 5.2 - When should an instance variable in a class...Ch. 5.2 - Prob. 21STQCh. 5.2 - In a class definition, is anything private ever...Ch. 5.2 - In a class definition, is the body of any method...Ch. 5.3 - What is a reference type? Are class types...Ch. 5.3 - When comparing two quantities of a class type to...Ch. 5.3 - Prob. 26STQCh. 5.3 - Write a method definition for a method called...Ch. 5.3 - Given the class Species as defined in Listing...Ch. 5.3 - After correcting the program in the previous...Ch. 5.3 - What is the biggest difference between a parameter...Ch. 5.3 - Prob. 31STQCh. 5.3 - Write an equals method for the class Person...Ch. 5.4 - Rewrite the method drawFaceSansMouth in Listing...Ch. 5 - Design a class to represent a credit card. Think...Ch. 5 - Repeat Exercise 1 for a credit card account...Ch. 5 - Repeat Exercise 1 for a coin instead of a credit...Ch. 5 - Repeat Exercise 1 for a collection of coins...Ch. 5 - Consider a Java class that you could use to get an...Ch. 5 - Consider a class that keeps track of the sales of...Ch. 5 - Consider a class MotorBoat that represents...Ch. 5 - Prob. 8ECh. 5 - Prob. 9ECh. 5 - Prob. 10ECh. 5 - Write a program to answer questions like the...Ch. 5 - Define a class called Counter. An object of this...Ch. 5 - Prob. 3PCh. 5 - Define a Trivia class that contains information...Ch. 5 - Define a Beer class that contains the following...Ch. 5 - Write a grading program for an instructor whose...Ch. 5 - Add methods to the Person class from Self-Test...Ch. 5 - Create a class that represents a grade...Ch. 5 - Write a program that uses the Purchase class in...Ch. 5 - Write a program to answer questions like the...Ch. 5 - Consider a class that could be used to play a game...Ch. 5 - Consider a class BasketballGame that represents...Ch. 5 - Consider a class ConcertPromoter that records the...Ch. 5 - Prob. 9PPCh. 5 - Consider a class Movie that contains information...Ch. 5 - Repeat Programming Project 18 from Chapter 4, but...Ch. 5 - Prob. 12PP
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