Computer Science 60
Principles of Computer Science
Fall 2011

Assignment 6: Spampede!
Due Monday October 24 by 11:59 PM

Please read the following carefully. There is a lot here!

  1. First, note that this assignment is due the Monday after fall break. The assignment is also worth 125 points rather than the usual 100.


  2. Pair programming is permitted on all three parts of this week's assignment.  

  3. You will be submitting several files for this assignment. Please zip all of your files into a single zip file named hw6files.zip and then submit that zip file for your assignment. That way, we know we'll be able to run your applet!

This assignment has three parts, which ultimately build to the Spampede game! In Part 1, you will extend the capabilities of your maze solver from HW6 (though you may use our solution code for that assignment if you prefer). In Part 2, you will use the results of Part 1 to build some of the primary functionality of the Spampede game. In Part 3, you will use Part 2 in a graphical applet - if you'd like to make it accessible from your CS webspace, all the better.


What is the final product?

Overview

This project introduces and practices a number of different techniques that are common to software engineering, that is the design and implementation of large software projects. Certainly this assignment can only provide a hint at a very rich -- and important -- field.

The Spampede applet is a bigger and more complex beast than any you have had to deal with in the past.  Before you begin, we provide you with an overview of the software design behind the Applet you will create.  Normally, it would be up to you, the developer, to do this design, but because this is your first large-scale project, we have done the class design for you.  

The functionality of the application is broken down into three classes:

Part 1:     Improving Maze.java [25 points]

The first part of this assignment is to improve the Maze class in which you wrote breadth-first search for assignment 6. In particular, you may start with either your own Maze.java file from last week or you may use our solution to that problem provided with the starter files. Either way, the internal data in the MazeCell (row, col, contents, etc.) MUST be private and you should start by making sure you add at least four public accessor ("getter and setter") methods to the MazeCell class within Maze:

These methods will be important for getting and setting values in other classes that you build in parts 2 and 3 of the assignment.

You should have a new zero-input contstructor for Maze. This is already in the solution file, or you can copy it from here:

protected Maze()
{
ROWS = mazeStrings.length;
COLUMNS = mazeStrings[0].length();
this.maze = new MazeCell[ROWS][COLUMNS];
for (int r=0 ; r< ROWS ; r++)
{
for (int c=0 ; c< COLUMNS ; c++)
{
maze[r][c] = new MazeCell(r,c,mazeStrings[r].charAt(c));
}
}
}
This constructor loads a maze in from the static data member named mazeStrings, which is simply an array of strings contained in Maze.java. The nice thing about this is that you can edit your Maze directly in the file! Notice that we are assuming that the Maze class has data members named ROWS and COLUMNS that keep track of the dimensions of the array.

What is protected?

When data or methods are given the access level protected, it means that derived classes may use that data or method. However, unrelated classes may not use that data or method. Thus, protected is in-between the access level of public, which any class may use, and private, where only the defining class may use the data or method. Because part 2 of this assignment asks you to write a class named SpamMaze that will be a class derived from Maze and because SpamMaze will use this zero-argument constructor, protected is an appropriate access level.  Basically, what we are saying is that this constructor should only be used to help create subclass objects not to directly create stand-alone Maze objects.

A more flexible breadth-first-search

The final method to write in Maze.java is

protected MazeCell multiBFS(MazeCell start, char destination) ...
which will implement breadth-first search from start to ANY cell containing the character in destination, which will typically be a 'D', representing spam. This method will be critical in implementing the autonomous spam-seeking behavior of the pede.  Because it is breadth-first search, the method should find the closest destination to the start MazeCell. Note that this is slightly different from the BFS that you wrote on hw6. Now, you will need to make sure to stop the BFS process when it first reaches a destination of the type that you are looking for!

What should multiBFS do?

This method should have the following behavior:

Testing your code

Be sure to test your code thoroughly before heading to part 2 of this assignment... there is a test in main for this purpose, and you should try editing the mazeStrings in order to make sure it works in a variety of conditions!  You do not need to submit any testing this week, though.



Part 2:     Writing SpamMaze.java [50 points]

The overview

In this part of the assignment you will create a derived class named SpamMaze that handles the model for the applet, which is part 3. A derived class is simply an extension of the data and capabilities (methods) available in the base class. Thus, by starting the code as in the provided SpamMaze.java file:

import java.lang.Math;
import java.util.LinkedList;

class SpamMaze extends Maze
{
// your code goes here...
}
You should keep in mind that any object of type SpamMaze IS also an object of type Maze. In other words, a SpamMaze can do everything a Maze can do, and more!  This is identical to the relationship of every object with Java's Object type. Object is the base class of all Java classes.  

The data

Because a SpamMaze object represents the model for the Spampede applet, it needs to keep track of (1) the maze, (2), the centipede, and (3) the spam in the environment. Remember that (1) is already taken care of because your SpamMaze is a derived class of Maze. To keep track of (2) and (3), you should use lists of MazeCells. In particular, you will declare two data members:

  // The data members representing the spam and the centipede
private LinkedList<MazeCell> spamCells;
private LinkedList<MazeCell> pedeCells;
Each of these is of type LinkedList<MazeCell>, which is the Java-library version of a double-ended queue implemented via a linked list. You will thus have access to the methods listed at http://java.sun.com/j2se/1.5.0/docs/api/java/util/LinkedList.html. Notice especially the methods addFirst, addLast, removeFirst, removeLast, getFirst, getLast, and get(int n). Each get method is similar to peek in that it returns a value, but does not change the list. You can ask the size of a list with size(), which returns an int.

The methods

You should, in essence, implement all of the functionality, but not the graphics front end, for the Spampede game inside SpamMaze. At a minimum, you should implement the following methods. You may choose to add more methods - either private helper methods (to help these public methods) - or other public methods for your game to use.

Testing!!

As with Maze, be sure to test your SpamMaze thoroughly in main before worrying about the graphical front-end of the applet in part 3. Below is a main method, which you should feel free to adapt to your implementation. Remember that you do not need to write toString -- the version that's already in Maze will work perfectly well!  Again, you do not need to submit this testing this week.


  public static void main(String[] args)
  {
    SpamMaze SM = new SpamMaze();

    System.out.println("SM is\n" + SM);
    MazeCell nextSpot = SM.multiBFS(SM.pedeCells.getFirst(), SPAM);
    System.out.println("nextSpot is\n" + nextSpot);
    System.out.println("SM is\n" + SM);

    SM.advancePede(EAST);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);

    SM.advancePede(EAST);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);

    SM.advancePede(EAST);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);

    SM.advancePede(SOUTH);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);

    SM.advancePede(SOUTH);
    System.out.println("SM is\n" + SM);
    System.out.println("pedeCells is " + SM.pedeCells);
  }



Part 3:     Putting it all together: Spampede.java [50 points]

Overview of Spampede.java

The Spampede applet gives a user control over a spam-seeking centipede. Key presses from the keyboard change the direction of the centipede's movement in order to intersect snacks (spam) that appear at random places on the screen. For each snack consumed, the centipede grows by one segment (a segment is simply one MazeCell). Variations are welcome (see the extra credit section below)!

As a result, in this part of the assignment you will be modifying another derived class, this one named Spampede, which is a derived class from Java's JApplet. This means that your Spampede is itself an applet that will run in a Java-enabled browser from anywhere.

Setting up

The "starter" applet Spampede.java and its html file Spampede.html are provided for you on the top-level assignments page.  There are some other files you'll need, like ImagePanel.java, so make sure all the files are in the same directory with the files you developed for parts 1 and 2.

Finally, we have also provided the following files which you may wish to use (but they are totally optional):

Getting the applet compiling, running, recompiling, and rerunning

This next section is full of details that will help you develop, compile and test your program.  They are important to get right, but they can be rather tedious.  Follow as much of this as you need to ensure that you see modifications to your applet and that you can read debugging output somewhere.  Once you've got that working, you can go onto the next section where you will create your applet. The best way to test your applet is to use Java's appletviewer application. In fact, the graders will (at least by default) test your code with appletviewer.

If you're using an IDE like Eclipse or NetBeans, there may be a mechanism for running and testing applets built-in. Dr. Java, however, does not have such a mechanism (to my knowledge). So, if you're using Dr. Java, you'll need to run appletviewer from the command-line on your computer. The instructions are different for the Mac vs. a Windows PC.

Running appletviewer on a Mac

The basic idea is to open a terminal window, navigate to the directory that holds both your compiled java code and the Spampede.html file and then run

appletviewer Spampede.html
Here are some details:
  • Search for Terminal in the "Spotlight" search window (at the upper right)
  • Run that application; it will open a terminal window. Navigate using cd (change directory), tab-completion, and ls and pwd ("list" and "print working directory") to the folder in which your compiled Java code and the Spampede.html file aare located. You can compile your code from Dr. Java. Alternatively, you can run
    javac *.java
    to compile all of your java source code in your current folder.
  • Once things compile, run the appletviewer via
    appletviewer Spampede.html
    Note that the name of the .html file (not the classname of the Java class holding the applet) is used here.
  • Printing from System.out.println calls will appear in the terminal window. You can quit the appletviewer as you'd quit any Mac OS gui program - or, you can control-c from the terminal.
  • Below is an image of this set of steps on my machine... (The screenshot of the applet isn't included.)


Running appletviewer on a PC



As with Mac OS X, the basic idea is to open a terminal window, navigate to the directory that holds both your compiled java code and the Spampede.html file and then run

appletviewer Spampede.html
Here are some details:
  • If you don't have the java tools (javac and appletviewer, among others) in your "path," you can add the path to those programs as described in step 4 on this page. If you do this, you won't have to use the "full pathname" to appletviewer. The instructions below do use this "full pathname," just in case you have not added their location to your path.
  • Open a "command" window. One way to do this is to open the Windows menu in the lower-left-hand corner and choose the "Run" option. In the textbox that opens, type cmd . It's also under "Accessories."
  • Use cd (change directory), tab-completion, and dir (for listing directories) in order to navigate your way to your compiled java code. You can compile it in Dr. Java.
  • Then you should be able to run the appletviewer on the .html file (not the Spampede class file). If your path is set, you need to run
    > "C:>\Program Files\Java\jdk<version>\bin\appletviewer" Spampede.html
    where <version> will depend on the version of the jdk you installed (use the usual explorer interface to see which one it is... . This is a pain to type... you can use tab-completion to do almost all of it for you. If that location is in your path, then appletviewer Spampede.html will work.
  • Printing from System.out.println calls will appear in the terminal window. You can quit the appletviewer as you'd quit any Windows gui program - or, you can control-c from the terminal. Remember that you can use up-arrow to bring back the previously typed command, so you don't have to keep typing it again and again... .
  • Here is a screenshot of this set of steps on my machine:

If you're using appletviewer, the print statements in your code will appear in the terminal window from which you started the viewer.


Writing the applet

Once the above steps work for you, you're ready to write Spampede by the modifying Spampede.java file with the following things in mind.
  • Be sure to create, in init and/or in reset, a SpamMaze and make sure it is in a suitable starting configuration. There is already a data member named this.themaze to hold the created object. This may already be done for you in the code, if you are using the zero-argument constructor for SpamMaze.

  • Draw the contents of the SpamMaze within the drawEnvironment method already provided. This will require writing a nested loop to create the 2d array of 10x10 pixel squares that represent the maze. This drawEnvironment method will be called every so often by the cycle method to show the latest state of the maze. You should use different colors of your choice representing walls, empty space, the head of the centipede and the body of the centipede. You will want to use the fillRect command to accomplish this.

  • Update the spam within the SpamMaze named themaze. Within updateSpam you can add (and/or remove) spam every so often -- though doing so every cycle will probably be too fast!. You can also add spam as needed (e.g., when one is eaten). But, you should make sure to have at least one spam on the board at all times.

  • Keep track of the centipede (i.e., the "spampede"). The updatePede method is provided as a placeholder for where you would do this. You might want a data member that keeps track of the centipede's current direction so that advancePede can be called appropriately -- the provided code has a data member private char dir that you might use for this. In this case, key presses would simply change this internally-stored dir.

    Keep in mind that no MazeCells are moving as the centipede crawls through the maze! Rather, it's the data member named pedeCells of type LinkedList that's snaking its way through the 2d array of MazeCellss by changing the cells to which it refers.

  • Handle key presses. You will see a method that prints out certain characters when track of the centipede (i.e., the "spampede"). When the user presses the following keys, the centipede should change direction as indicated:
    • r : reverse, switching its head's position to its tail
    • i : turn north
    • j : turn west
    • l : turn east
    • k : turn south
    • a : go into autonomous, spam-seeking mode ("AI")
    If the centipede is already heading in the direction that the user chooses, nothing changes. If the user changes the centipede's direction so that it is moving back on itself (from South to North, say, or West to East), you may reverse direction, ignore the command, or "terminate" the centipede.

As you write your code, please compile and rerun the applet often to make sure you're on the right path. Use the appletviewer (or a web browser with a Java Console) to help with debugging and error-detection. Basically, this means many iterations of the compilation, copying, and testing steps above.

A Reminder On What to Submit

Please be sure to zip up the whole folder of files that makes up your Spampede applet (including any sound and/or image files) into an archive named hw6files.zip, and then submit it in the usual way. Be sure your README file described at the very of this web page is within that zip arive, too.

I want more!

If you haven't had enough of the Spampede.java file at the end of this assignment, there are a couple of specific items and an open-ended invitation to improve on the applet for optional bonus credit. (Up to 25 points in total.)

If you add optional features, please explain them carefully in the README file.


  • Enemy Pedes!: Allow there to be one or more "enemy" pedes that use the multiBFS and/or other heuristics to play against your pede. (This is worth extra bonus points since it is a bit more challenging.)

  • Speed up: You might want to have the rate at which the centipede is moving to increase as the game progresses.

  • Scoring: You might want to have a system of scoring with a running total displayed as a label or text field or simply drawn to the applet panel.

  • Lives: Rather than resetting or stopping the game after a single Spampede crash, keep a text field (or label) with the number of lives remaining and decrement it after each crash. When there are no lives left, stop the game (though you might want to consider a "reset" button.)

  • Levels: Rather than maintaining a single, static maze, you may want to have the centipede advance to different mazes after consuming enough spam.

  • Wrapping: Allow the centipede to wrap around the game board -- either in an unlimited fashion or through small tunnels in the walls. Or you might consider a "hyperspace" square, that "sends" cells to another spot on the board.

  • General improvements: Feel free to add additional features you think would enhance the Spampede applet: different kinds of spam, sounds, images, other graphical widgets like pull-down menus or text boxes, etc.