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CS 163/164, Summer 2018

Programming Assignment - P6

Maze Program

Due Monday, Jul. 2nd at 6:00 pm

Late Tuesday, Jul. 3rd at 8:00 am


Objectives of this Assignment

This lab has the goal of teaching you how to:
  1. Instantiate a Maze object and call its methods,
  2. see your code controlling a graphical user interface, and
  3. use control loops to manage movement in the Maze.

Description

This assignment features Firefly and Mal from the space western Firefly, the best TV series ever made. Firefly is constantly having to save Mal from the gorram Reavers. The goal of this program is to move Firefly around the maze according to a precise set of rules. If you follow the rules, Firefly will find Mal, and will never meet the Reavers. Note: You must follow the exact path we specify to receive full credit on this program, finding Mal 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/.

A tree view of the P6 directory should look like this:
 P6/
├── Firefly.png
├── Mal.png
├── Reavers.png
├── Success.png
├── Maze1.txt
├── Maze2.txt
├── Maze3.txt
├── Maze4.txt
├── Maze5.txt
├── Maze6.txt
├── HardMaze.txt
├── bin/
└── src/
         └── Maze.java

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:
  1. Modify the run configuration to pass Maze1.txt to the program.
  2. Test your program by calling maze.moveRight() to make the student move right one square.
  3. Exercise 1: The maze object has similar methods to move down, left, and up, try calling each of them.
  4. Exercise 2: Try writing a for or while loop to move Firefly from left to right across the top row.
  5. Exercise 3: Run Firefly around the outside of the Maze, in a clockwise direction.
  6. Exercise 4: Run Maze5.txt and see what happens when you run into the Reavers.
    Note: In order to detect the Reavers, 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 Firefly 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 Firefly
public int getColumn();
public int getRow();

// Commands to move Firefly
public boolean moveRight();
public boolean moveLeft();
public boolean moveDown();
public boolean moveUp();

Algorithm

The Maze is programmed to wait 1.0 seconds each time you move Firefly, so you can issue move calls back to back, and Firefly 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 Firefly, and you can use this to debug your code. This is also used to test your code. For example, here is the output of Firefly 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
Firefly found Mal, 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 'F' is Firefly, 'M' is Mal, 'R' is Reavers, and '-' is empty.
5
6
F----M
--R---
----R-
-R----
---R--

Specifications

Your program must meet the following specifications:

Grading Criteria


Submit P6.java to Checkin.


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