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Project 5 part A and B solution

(Part A)
Game Design

Overview
Project 5 is divided into two parts. The first part (Part A) requires you to design an original adventure game. There is no coding required. You will turn in a few pages describing the various components of your game. Part B will be assigned later with detailed instructions of how to write the application. Part A is worth 10% of the project 5 grade.
Adventure Games
You will design and later implement a text-based adventure game. These games allow a single player to move through a virtual world collecting items and performing actions that lead to the possibility of winning.
For example:
• An astronaut moving from one planet to another.
• A Walmart customer locked in a store.
• A GVSU student moving through campus.
• Adapted scenario from a book, movie or video game.
Sample Introduction
• You are at Grand Valley State University. You have to find out where your lab class is.
To find this, you have to find the Student Services Building and pickup a class schedule.
You then need to find the exam room. If you get there and you have found your textbook somewhere along the way, then you win.
• You are lost in a dungeon. You meet a dwarf. If you find something to eat that you can give to the dwarf, then the dwarf tells you where to find a magic wand. If you use the magic wand in Mystic Cavern, the exit opens, and you get out to win.
Minimum Game Requirements
• At least eight rooms/locations
• At least four items
• At least one item too heavy to carry, 20 units or more
• At least one edible item
• Condition(s) that end with the player winning (required) or losing (optional)

Game Description
Provide the following information for your game using the provided headings in your typed document.
Game Summary
Provide a brief summary of the background and goal of the game. This will serve as the introductory message of the game. An “interesting” game will have multiple locations with a variety of connections between them. Create a maze-like environment that will be challenging for the player to navigate.
Room Descriptions
Describe at least eight rooms/locations with the following information: a description, an optional item, an optional character and zero or more neighbors. Rooms can have an unlimited number of neighbors in unique directions. For example, a room could have neighbors to the “east”, “upstairs”, “outside”, “southwest” or any other direction. Write the description to be preceded by “You are” kitchen
Description: “in a kitchen with peanut butter smeared all over the counters”
Item: “jar of peanut butter”
Neighbor(s) “east” to Dining Room “outside” to Yard
Item Descriptions
Describe at least four items including: a name (one word), a description, a weight and whether or not the item is edible. Write descriptions to be preceded by “You see” Jar
Name: “jar”
Description: “a jar of peanut butter”
Weight: 4
Edible: true

Basic Actions
The basic game has the following commands. You must create two additional commends that make sense for your game
• Help – displays hints and descriptions about the game
• Pickup – player attempts to take the item in the room assuming the item is not too heavy.
• Eat item – player attempts to eat an edible item that is currently held. Player will no longer be holding the item after eating it.
• Leave item – leave the requested item in the current room. Player will no longer be holding the item but must be holding it to start.
• Show – display description of the current room
• Backup – return to the previous room
• Inventory – display list of all items currently held by the player
• Move direction – attempt to move from the current room in the requested direction.
There may, or may not, be a room in the requested direction.
Additional Actions – describe two additional commands (of your own design) beyond the basic actions. Perhaps you can throw something? Shrink something? Make invisible? Wave a magic
wand? Say a magic word? Jump over something? Swim? Fly? Use your imagination!
“Game Over” Conditions
Describe the condition(s) where the player either wins (required) or losses (optional). For example the player has to be in a certain room holding certain item(s). Your conditions can be more complex.
Game Map
Show a map of the rooms and arrows indicating if they are accessible from each other. Label the arrows with the direction. Your map can be hand drawn if necessary but an electronic version will be more professional. An “interesting” game will have multiple locations with a variety of connections between them. Create a maze-like environment that will be challenging for the player to navigate.
Turn In
A professional document is typed and stapled with an attractive cover page that includes your name, a game title and an interesting graphic or photograph related to the game. Provide the subheadings and format described above for each category.
East Kitchen Dining
Room


Step 1: Create a New BlueJ Project
Step 2: Create a class called Item (5 pts)
Implement a class to maintain information about an item including: a one-word name (String), a
longer description of the item (String), a weight (int) and whether it is edible (Boolean).
• provide appropriate names and data types for each of the instance variables.
• public Item (String n, String d, int w, boolean e) – initialize
instance variables.
• provide get and set methods for each instance variable.
• public boolean isEdible () – return true if the item is edible.
• Test this class thoroughly using a main method before moving on.
Step 3: Create a class called Room (15 pts)
Implement a class to maintain information about a room including: a description of the room
(String), an Item, and a list of all adjacent Rooms (HashMap). Rooms can have an unlimited
number of neighbors in unique directions. For example, a room could have neighbors to the
“north”, “upstairs”, “outside”, “southwest” or any other direction. Allowing an unknown
number of neighbors requires a dynamic data structure. You will use a HashMap that is
described later in this document.
• provide appropriate names and data types for each of the instance variables.
• public Room (String d, Item i) - a constructor that is passed the description
and an optional item.
• provide get methods for the description, and item
• public void addItem (Item i) – add an item to the room. If an item is
already in the room it gets replaced.
• public boolean hasItem () – return true if the room has an item.
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• public void addNeighbor (String dir, Room r) – add the provided
room and corresponding direction to the HashMap of neighbors (see below).
• public Room getNeighbor (String dir) – return the adjacent room in the
requested direction. Return null if there is no neighbor in that direction.
• public Item removeItem () – remove and return the item. To remove the item,
set the instance variable to null. Warning: this can be a bit tricky!
• public String getLongDescription () – return a String that begins with
“You are” followed by the room description. If there is an item in the room, include
“You see” followed by the item description.
• Test this class thoroughly using a main method before moving on.
Step 4: Create a class called Game (40 pts)
This class is the most complex you have written so far! It is responsible for keeping track of the
items being held by the player and the current location. The game maintains a current message
that GUI is responsible for displaying. There are no println statements anywhere in this
class except maybe the main method used for testing.
• Define an instance variable that holds an ArrayList of Items for what the player
picks up along the way. Define instance variables for each Room and Item specified in
the game design. You will need an additional Room instance variable for the player’s
current location and a String to maintain the current message.
• public Game () – instantiate the ArrayList of Items. Create all of the rooms by
invoking the helper method defined next. Set the current location to the starting location
of the game and the message to the introduction message.
• private void createRooms () – this helper method instantiates the items and
rooms. Identify all of the room neighbors. See the section below for more information
about creating rooms.
• private void setIntroMessage () – this helper method initializes the game’s
message with an introduction to the game. DO NOT print the message.
• public String getMessage () – return the game’s message for another object
to display (e.g. the GUI). DO NOT print the message. This is one line of code.
• public void help () – update the game’s message with hints, suggestions and
reminders about the game objective. DO NOT print the message.
• public void show () – update the game’s message with the current room’s long
description. DO NOT print the message.
• public void move (String direction) – update the current location with
the neighbor in the requested location. If not possible, the message should explain the
player can not move in that direction. See the sample code below for moving from one
room to another.
• public void inventory () – update the game’s message with a list of all items
the player is holding. If holding nothing, the message should explain.
• public void eat (String item) – update the game’s message with one of the
following options: 1) “you are not holding an item” , 2) “item is not edible”, or 3) “Yum,
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that was a tasty item!”
• public boolean gameOver () – determine if the game has been won or lost. If
either, update the game’s message with the news and return true. Otherwise, return
false with no change to the message. This method is invoked in the GUI class to
determine when the game is over.
• public void pickup () – if appropriate, remove the item from the current room
and add it to the player’s inventory. Update the game message with one of the following
options: 1) there is no item in the room to take, 2) the item is too heavy to take, or 3) you
are now holding the item.
• private Item searchInventory (String name) – this helper method
checks if the player is holding the requested item name. If found, return the Item. If
not, return null.
• public void leave (String item) – if appropriate, remove the item from the
inventory and add it to the current room. Update the game’s message with one of the
following options: 1) you are not holding that item, 2) the room already has an item and
can not be replaced, or 3) you have successfully dropped the item in the room.
• public void backup () – if possible, return to the previous room. Update the
game message with one of the following options: 1) long description of the new current
room, or 2) an explanation that the player cannot retreat from here. The player can only
retreat one step before moving forward again. This is accomplished with an additional
instance variable of type Room that maintains the previous location or null as
appropriate. There is no retreat from the starting location.
• public static void main (String args[]) – provide a main method that
instantiates a Game object and tests all methods. Include a series of method calls that
allows the player to win the game. See the next section of Software Testing for more
information.
Step 5: Software Testing (5 pts)
Software developers must plan from the beginning that their solution is correct. BlueJ allows
you to instantiate objects and invoke individual methods. You can carefully check each method
and compare actual results with expected results. However, this gets tedious. Another approach
is to write a main method that calls all the other methods. See Listings 4.1 and 4.3.
Main Method
Write a main method in the Game class to automatically play a game until the player wins and
also demonstrates all game methods work. Here is a minimal example that does not test all
methods as required.
public static void main (String args[]){
Game g = new Game();
System.out.println(g.getMessage());
g.pickup();
System.out.println(g.getMessage());
g.move("south");
System.out.println(g.getMessage());
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g.leave("book");
System.out.println(g.getMessage());
g.move("north");
System.out.println(g.getMessage());
g.move("south");
System.out.println(g.getMessage());
g.pickup();
System.out.println(g.getMessage());
if(g.gameOver()){
System.out.println(g.getMessage());
}
Sample Output
Your game will look different but the following example provides a flavor of what the messages
should look like. Provide a blank line between each message for readability.
Welcome to GVSU! Home of the Lakers. “In Search of Louie” is a new and
incredibly boring adventure game.
You are outside the main entrance of the university
You see a red Nike shoe
You are holding a red Nike shoe
You are in a computing lab
There is nothing to take.
You are in the computing admin office
You see a dusty old book
You are holding a dusty old book
You are holding:
a red Nike shoe
a dusty old book
You are in the magic treasure room
You see a very large treasure chest
The treasure is too heavy to pick up!
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Step 6: Create a GUI class (15 pts)
Now that you have the Game working it is time to create a more interesting graphical user
interface for someone to use.
• Use the GUI class from project 4 to get started.
• Define an instance variable of type Game and instantiate it in the constructor
• Define JButtons for each valid direction in your game (i.e. North, Upstairs, Inside)
• Define JButtons for each action
• Define a JTextArea to display the messages called results
GUI Constructor
• Instantiate each JButton in the constructor
• Create a JPanel to hold all of the action buttons and place it in the SOUTH region of
the JFrame.
• Create a JPanel to hold all of the direction buttons and place it in the EAST region of
the JFrame. Use a BoxLayout for the panel to allow the buttons to stack vertically (see
Section 7.11).
JPanel directionPanel = new JPanel();
directionPanel.setLayout(new BoxLayout(directionPanel,
BoxLayout.Y_AXIS));
directionPanel.add(new JLabel("Directions"));
directionPanel.add(eastButton);
• Register the buttons with the ActionListener
• Instantiate the JTextArea. The following statements allow the results text area to
scroll and display the text more attractively. Place the results text area in the CENTER
region of the JFrame.
results = new JTextArea(30,60);
JScrollPane scrollPane = new JScrollPane(results);
// allow word wrap
results.setLineWrap(true);
results.setWrapStyleWord(true);
// allows auto scrolling within the JTextArea
DefaultCaret caret = (DefaultCaret) results.getCaret();
caret.setUpdatePolicy(DefaultCaret.ALWAYS_UPDATE);
actionPerformed
• public void actionPerformed(ActionEvent e) – add if statements for
each of the button clicks and invoke the appropriate game method. For example:
if (buttonPressed == help){
myGame.help();
}
• For the eat action, prompt the player using a JOptionPane and then use the returned
String. For example:
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if (buttonPressed == eat){
String message = “What do you want to eat?”;
String toEat = JOptionPane.showInputDialog(null, message);
myGame.eat(toEat);
}
• At the end of the method, display each game message in the results JTextArea.
results.append(myGame.getMessage());
• Add an if statement for the quitItem JMenuItem. Java applications are terminated
with a call to System.exit(1).
Additional Methods and Requirements
• private void gameOver() – disable all buttons. This helper method is called
when the GUI determines the game is over by asking the Game object.
• private void newGame() – instantiate a new game, reset the results JTextArea
with the initial game message, enable all buttons. Invoked this method when the player
selects the menu item.
myGame = new Game();
results.setText(myGame.getMessage());
• Create File menu items for “New Game” and “Quit”. Reuse the code from Project 4.
• Enhance the appearance of the GUI by providing color and borders to the Action and
Direction panels (see Section 7.12).
Sample GUI
Your GUI will have different directions and additional actions.
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Using HashMaps
A Hashmap is a special type of ArrayList that uses words, called a key, as the index instead
of integers. The book does not cover HashMaps but the following code should be sufficient for a
basic understanding. You must adapt these examples in the Room methods.
// define a HashMap with pairs of words and Rooms
HashMap <String, Room myNeighbors;
// instantiate the HashMap in the Room constuctor
myNeighbors = new HashMap <String, Room ();
// add Kitchen to the "north"
myNeighbors.put("north", Kitchen);
// Get the room (if any) found to the "east"
Room next = myNeighbors.get("east");
Creating Rooms
Creating the rooms, items and relationships is accomplished by instantiating objects and using
their methods. For example:
shoe = new Item("shoe", "a red Nike shoe", 10);
outside = new Room("outside the main entrance of GVSU", shoe, null);
theater = new Room("in a lecture theater");
outside.addNeighbor("east", theater);
outside.addNeighbor("south", lab);
outside.addNeighbor("west", pub);
currentLocation = outside;
Moving from Room to Room
Moving from one location to another involves updating the current location if there is a neighbor
in the requested direction. Here is an example for the Game method.
public void move(String direction){
Room nextRoom = currentLocation.getNeighbor(direction);
if (nextRoom == null){
msg = "You can't go in that direction";
}else{
currentLocation = nextRoom;
msg = currentLocation.getLongDescription();
}
}
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Grading Criteria
There is a 50% penalty on programming projects if your solution does not compile.
• Stapled cover page with your name and signed pledge. (-5 pts if missing)
• Project requirements as specified above. (90 pts)
• Elegant source code that follows the GVSU Java Style Guide. (10 pts)
Late Policy
Projects are due at the START of the class period. However, you are encouraged to complete a
project even if you must turn it in late.
• The first 24 hours (-20 pts)
• Each subsequent weekday is an additional -10 pts
• Weekends are free days and the maximum late penalty is 50 pts.
Turn In
A professional document is stapled with an attractive cover page. Do not expect the lab to have
a working stapler!
1. Cover page - Provide a cover page that includes your name, a title, and an appropriate
picture or clip art for the project.
2. Signed Pledge – The cover page must include the following signed pledge: "I pledge that
this work is entirely mine, and mine alone (except for any code provided by my
instructor). " You are responsible for understanding and adhering to the School of CIS Guidelines for Academic Honesty.
3. Time Card – The cover page must also include a brief statement of how much time you spent on the project. For example, “I spent 7 hours on this project from January 22-27 reading the book, designing a solution, writing code, fixing errors and putting together the printed document.”
4. Steps to winning the game – provide a step-by-step sequence that the player can take to win the game. This will allow the instructor to grade the game more easily. For example:
a. Move North
b. Pickup
c. Move North
d. Leave “wand”
5. Sample Output – cut and paste the results from the Game’s main method showing the series of actions that lead to victory.
6. Source code - a printout of your elegant source code for the Item, Room, Game and GUI classes.
7. Compress the BlueJ project folder and submit the compressed file to Blackboard

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