A. Declaring and defining the class: The class must consist of the following members: • Attributes • Constructors (at least two) and destructor Accessors and mutators (for all the attributes, and you may add more) Display-related methods. Methods regarding showing or displaying the objects onto the screen. (for example, the mehods draw (), undraw (), etc) Action-related methods. Methods that perform the key actions of the objects (for example, for the Pac-man, the mehod could be run () , eatenByGhost (), catchGhost (), hitWall(), etc). B. Separations of class declarations and definitions as well as the application program into different files. C. Creating object(s) and letting the object(s) to perform their actions. for example, . some examples scenario for the pac-man class • a pac-man (or pacmans) run(s) from one side to the other side of the ... screen the pac-mans might be colliding one to another and when this happens, they will die or might be bouncing back) • the pac-mans change their direction of movement when the user/player presses arrow keys

EBK JAVA PROGRAMMING
9th Edition
ISBN:9781337671385
Author:FARRELL
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Chapter5: Making Decisions
Section: Chapter Questions
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Code any program using the assesment criteria below. But make sure satisfy all the requirements. Include comments for every satisfied requirements. Use C++.

Code in .cpp and .hpp

A. Declaring and defining the class:
The class must consist of the following members:
Attributes
Constructors (at least two) and destructor
Accessors and mutators (for all the attributes, and you may add more)
Display-related methods. Methods regarding showing or displaying the
objects onto the screen. (for example, the mehods draw (), undraw (),
etc)
Action-related methods. Methods that perform the key actions of the
objects (for example, for the Pac-man, the mehod could be run () ,
eatenByGhost(), catchGhost(), hitWal1 (), etc).
B. Separations of class declarations and definitions as well as the application
program into different files.
C. Creating object(s) and letting the object(s) to perform their actions.
for example, .. some examples scenario for the pac-man class
a pac-man (or pacmans) run(s) from one side to the other side of the
screen
the pac-mans might be colliding one to another and when this
happens, they will die or might be bouncing back)
the pac-mans change their direction of movement when the
user/player presses arrow keys
Notes: you only need to implement one action for this item.
Transcribed Image Text:A. Declaring and defining the class: The class must consist of the following members: Attributes Constructors (at least two) and destructor Accessors and mutators (for all the attributes, and you may add more) Display-related methods. Methods regarding showing or displaying the objects onto the screen. (for example, the mehods draw (), undraw (), etc) Action-related methods. Methods that perform the key actions of the objects (for example, for the Pac-man, the mehod could be run () , eatenByGhost(), catchGhost(), hitWal1 (), etc). B. Separations of class declarations and definitions as well as the application program into different files. C. Creating object(s) and letting the object(s) to perform their actions. for example, .. some examples scenario for the pac-man class a pac-man (or pacmans) run(s) from one side to the other side of the screen the pac-mans might be colliding one to another and when this happens, they will die or might be bouncing back) the pac-mans change their direction of movement when the user/player presses arrow keys Notes: you only need to implement one action for this item.
D. Implementing either one of the followings:
Pointers to objects, or
Arrays of objects.
E. Implementing either one of the followings:
• Passing objects as parameters to functions, or
Operator overloading.
Transcribed Image Text:D. Implementing either one of the followings: Pointers to objects, or Arrays of objects. E. Implementing either one of the followings: • Passing objects as parameters to functions, or Operator overloading.
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