CS 163/164, Spring 2018
Programming Assignment - P6
Maze Program
Due Monday, Feb. 26th at 6:00 pm
Late Tuesday, Feb. 27th at 8:00 am
Objectives of this Assignment
This lab has the goal of teaching you how to:
- Instantiate a Maze object and call its methods,
- see your code controlling a graphical user interface, and
- use control loops to manage movement in the Maze.
Description
This assignment features Chihiro from the Miyazaki film
Spirited Away,
the best animated film ever made. Chihiro is having trouble in the spirit world,
and needs the help of Haku. While looking for Haku in the maze, Chihiro needs
to stay away from the witch Yubaba. The goal of this program is to move Chihiro
around the maze according to a precise set of rules. If you follow the rules,
Chihiro will find Haku, and will never meet Yubaba. Note: You must follow
the exact path we specify to receive full credit on this program, finding Haku
is not enough!
Getting Started
The setup for this assignment is complex enough that you may not want to do it on your
own, so we have dedicated some time during Lab 9 for our TAs to help you to get started.
P6 requires an additional Java file for the graphical user interface, in addition to several image and maze files. As usual, use Eclipse to create a P6 project and associated
P6 class in P6.java. Copy the image files and maze files into workspace/P6/, and the
Maze.java source file to workspace/P6/src/.
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A tree view of the P6 directory should look like this:
P6/
├── Chihiro.png
├── Haku.png
├── Yubaba.png
├── Success.png
├── Maze1.txt
├── Maze2.txt
├── Maze3.txt
├── Maze4.txt
├── Maze5.txt
├── Maze6.txt
├── HardMaze.txt
├── bin/
└── src/
└── Maze.java
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Copy the following code into P6.java:
public class P6 {
// Class variables
public static Maze maze;
public static int mazeWidth;
public static int mazeHeight;
public static void main(String[] args) {
// Create maze
String fileName = args[0];
System.err.println("Maze name: " + fileName);
// Get dimensions
maze = new Maze(fileName);
mazeWidth = maze.getWidth();
mazeHeight = maze.getHeight();
System.err.println("Maze width: " + mazeWidth);
System.err.println("Maze height: " + mazeHeight);
// Add code to move around maze
}
}
Once all files are in place, follow these steps:
- Modify the run configuration to pass Maze1.txt to the program.
- Test your program by calling maze.moveRight() to make the student move right one square.
- Exercise 1: The maze object has similar methods to move down, left, and up, try calling each of them.
- Exercise 2: Try writing a for or while loop to move Chihiro from left to right across the top row.
- Exercise 3: Run Chihiro around the outside of the Maze, in a clockwise direction.
- Exercise 4: Run Maze5.txt and see what happens when you run into Yubaba.
Note: In order to detect Yubaba, you must check the return value from the move methods.
Instructions
In Lab 9 you should have started on P6.java, if not please follow the directions
above. Leave in the code you wrote that instantiates the Maze object and retrieves the
dimensions. Remove any code from the recitation that moves Chihiro around in the maze.
Then add code to implement the algorithm shown below. This will require multiple control
loops, which can be either while or for statements. Here is a complete specification of the Maze methods you can call:
// Constructor, parameter is name of maze file
public Maze(String fileName);
// Get width and height of maze
public int getWidth();
public int getHeight();
// Get location of Chihiro
public int getColumn();
public int getRow();
// Commands to move Chihiro
public boolean moveRight();
public boolean moveLeft();
public boolean moveDown();
public boolean moveUp();
Algorithm
- The mazes can be of any size.
- Chihiro always starts in the top left corner.
- Haku can be anywhere, as specified by the maze file.
- Yubabas can be anywhere, as specified by the maze file.
- If you follow the rules, Chihiro will never meet Yubaba, and will find Haku.
- Row and column numbers are zero based, so the first row and column is index 0.
- Here is the exact algorithm for finding Haku:
- On even rows, Chihiro moves from left to right.
- On odd rows, Chihiro moves from right to left.
- When Chihiro reaches the right side on an even row, she moves down.
- When Chihiro reaches the left side on an odd row, she moves down.
- When Chihiro successfully moves, the Maze move methods return true.
- When Chihiro would run into Yubaba, the Maze move methods return false.
- When the move method returns false, you must make Chihiro evade Yubaba.
- Evasive action when moving right means move down, right, right, then up.
- Evasive action when moving left means move down, left, left, then up.
- Hint: You can use an outer loop to run through all rows.
- Hint: You can use an inner loop to move from left to right.
- Hint: You can use a separate inner loop to move from right to left.
- Hint: You can decide between the loops by checking the row modulo 2.
- Hint: Always move down after completing a loop.
- If Chihiro goes outside the maze, the maze will print an error and exit.
- Chihiro cannot run into Yubaba, the maze will not allow her to.
- When Chihiro finds Haku, the maze will print congratulations and exit.
- There are mazes that cannot be solved using the algorithm, but we will not test
your program with any of them.
The Maze is programmed to wait 1.0 seconds each time you move Chihiro,
so you can issue move calls back to back, and Chihiro will move at a
reasonable speed that allows you to see the moves. You can modify this
time in the Maze.java file. Any other changes to the
graphical user interface in Maze.java will void your warranty!
In addition to checking visually, the move methods will print the row
and column of Chihiro, and you can use this to debug your code. This is also
used to test your code. For example, here is the output of Chihiro moving
right along the top row then down to the second row.
Maze name: Maze5.txt
Maze width: 8
Maze height: 5
Moved to row 0, column 1
Moved to row 0, column 2
Moved to row 1, column 2
Moved to row 1, column 3
Moved to row 1, column 4
Moved to row 0, column 4
Moved to row 0, column 5
Moved to row 0, column 6
Moved to row 0, column 7
Chihiro found Haku, congratulations!
Testing
You should test your code with the six Mazes provided, and you can also make your
own mazes. The format of a maze file is shown below. The first line is an integer specifying the maze width, followed by an integer with the maze height. These values
are followed by one line for each row of the maze, with one character per column.
The value 'C' is Chihiro, 'H' is Haku, 'Y' is Yubaba, and '-' is empty.
5
6
C----H
--Y---
----Y-
-Y----
---Y--
Specifications
Your program must meet the following specifications:
- Chihiro must follow the exact route specified.
- Work on your own, as always.
- The name of the source code file must be exactly P6.java.
- Name the file exactly - upper and lower case matters!
- Assignments should be implemented using Eclipse.
- Assignments should be implemented using Java 1.8.
- Make sure your code runs on machines in the COMCS 120 lab.
- Submit your program to the Checkin tab as you were shown in the recitation.
- Read the syllabus for the late policy.
- We will be checking programs for plagiarism, so please don't copy from anyone else.
Grading Criteria
- 100 points for perfect submission.
- 0 points for no submission, will not compile, submitted class file, etc.
- Preliminary Tests:
- compileTest: checks that P6.java program compiles with Maze.java. (0 points)
- test1: Chihiro correctly solves Maze1.txt (10 points)
- test2: Chihiro correctly solves Maze2.txt (10 points)
- test3: Chihiro correctly solves Maze3.txt (10 points)
- test4: Chihiro correctly solves Maze4.txt (10 points)
- test5: Chihiro correctly solves Maze5.txt (10 points)
- test6: Chihiro correctly solves Maze6.txt (10 points)
- Preliminary tests use mazes of different sizes, so do not hard code width and height.
- Final Tests:
- HardMaze: We will test with a large and devious maze called HardMaze.txt,
which is provided to you! (40 points)
- Final grading includes the preliminary tests.
Submit P6.java to Checkin.