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/* Pre-condition: The player has finished rolling the dice and selects a category. | |
* This method returns true if the selected category matches | |
* to the actual category correctly, and false if it does not match. */ | |
private boolean checkCategory(int[] dice, int category) { | |
boolean categoryMatch = false; | |
if(category >= ONES && category <= SIXES || category == CHANCE) { | |
categoryMatch = true; | |
} | |
else { | |
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/* | |
* File: Breakout.java | |
* ------------------- | |
* Name: | |
* Section Leader: | |
* | |
* This file will eventually implement the game of Breakout. | |
*/ | |
import acm.graphics.*; |
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/* | |
* File: HangmanLexicon.java | |
* ------------------------- | |
* This file contains a stub implementation of the HangmanLexicon | |
* class that you will reimplement for Part III of the assignment. | |
*/ | |
import acm.util.*; | |
import java.io.*; | |
import java.util.*; |
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/* | |
* File: Hangman.java | |
* ------------------ | |
* This program will eventually play the Hangman game from | |
* Assignment #4. | |
*/ | |
import acm.graphics.*; | |
import acm.program.*; | |
import acm.util.*; |
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if (collider == paddle) { | |
/* We need to make sure that the ball only bounces off the top part of the paddle | |
* and also that it doesn't "stick" to it if different sides of the ball hit the paddle quickly and get the ball "stuck" on the paddle. | |
* I ran "println ("vx: " + vx + ", vy: " + vy + ", ballX: " + ball.getX() + ", ballY: " +ball.getY());" | |
* and found that the ball.getY() changes by 4 every time, instead of 1, | |
* so it never reaches exactly the the height at which the ball hits the paddle (paddle height + ball height), | |
* therefore, I estimate the point to be greater or equal to the height at which the ball hits the paddle, | |
* but less than the height where the ball hits the paddle minus 4. | |
*/ | |
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private void moveBall() { | |
ball.move(vx, vy); | |
//check for walls | |
//need to get vx and vy at the point closest to 0 or the other edge | |
if ((ball.getX() - vx <= 0 && vx < 0 )|| (ball.getX() + vx >= (getWidth() - BALL_RADIUS*2) && vx>0)) { | |
vx = -vx; | |
} | |
//We don't need to check for the bottom wall, since the ball can fall through the wall at that point | |
if ((ball.getY() - vy <= 0 && vy < 0 )) { | |
vy = -vy; |
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//These are declared outside the method, but in the class. | |
/**Ball velocity*/ | |
private double vx, vy; | |
/**Random number generator for vx*/ | |
private RandomGenerator rgen = RandomGenerator.getInstance(); | |
/** Animation delay or paust time between ball moves */ | |
private static final int DELAY = 10; |
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//adding individual paddle object | |
private GRect paddle; | |
private double lastX; | |
//paddle set-up | |
private void drawPaddle() { | |
//starting the paddle in the middle of the screen | |
double x = getWidth()/2 - PADDLE_WIDTH/2; | |
//the paddle height stays consistent throughout the game | |
//need to make sure to subtract the PADDLE_HEIGHT, |
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//adding an individual brick object | |
private GRect brick; | |
//drawing all the bricks necessary for the game | |
private void drawBricks(double cx, double cy) { | |
/*need to have several columns in each row | |
* so there need to be two for loops, | |
* one for loop for the rows and one for loop for the columns. | |
*/ |
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import acm.graphics.*; | |
import acm.program.*; | |
import java.awt.*; | |
public class DrawFace extends GraphicsProgram { | |
private static final int head_width = 100; | |
private static final int head_height = 200; | |