Hurkle 1 Overview A Hurkle is a creature that lives on the planet Lirht in another galaxy. You can read about hurkles in the book “A Way Home” by Theodore Sturgeon. In this project a shy hurkle is hiding in a grid of squares.

Hurkle 1 Overview A Hurkle is a creature that lives on the planet Lirht in another galaxy. You can read about hurkles in the book “A Way Home” by Theodore Sturgeon. In this project a shy hurkle is hiding in a grid of squares. You have 4 tries to find the hurkle. Guess which square the hurkle is hiding in by clicking on it. If you have found the hurkle the square will turn green and you have won the game. If you missed the square will turn red and a directional clue will be displayed in the message area. If you have exceeded the number of allowed tries you lose the game and the hurkle’s location is displayed as a black dot in the center of its square. 2 Program Requirements Write a program to draw a 10×10 grid of squares and randomly set the hurkle’s location in one of them. Complete the game logic as described in the overview. See the screen shots below. Use constants in your program so that there is limited or no hard coding of numbers other than 0, 1, or 2 in your methods. Sample Screens After 1 click: 2 After a won game: After a lost game: 3 3. Imports, methods, and objects needed required imports: import acm.graphics.*; import acm.program.*; import java.awt.*; import java.awt.event.*; import java.util.*; import javax.swing.*; additional imports for adding sound: import java.io.*; import javax.sound.sampled.*; methods to build: init() mouseClicked(MouseEvent myMouse) new methods to use: myMouse.getX(); myMouse.getY(); new graphics objects to use GRect box = new GRect(x,y,width,height); box.contains(x,y); 4 Style Requirements for all Projects • Use a multi-line comment at the top of your program that contains the name of your program, what project it is, your name, and the due date. • Use single line comments to describe what your code is doing. • Variable names are camelCase, starting with lowercase, and are descriptive • Constant names are UPPER_CASE with underscores between words • Code is indented correctly and consistently 4 5 Grading Criteria Compiles with no syntax errors 10% Grid is drawn correctly 10% Hurkle location is set correctly 20% When clicked a box turns red or green correctly 20% Directional clues are displayed correctly 20% Win/Lost message and hurkle location displayed correctly 10% Header comments, Javadoc, good style, naming conventions 10% Bonus: no numbers other than 0,1, or 2 hardcoded in the methods 5% Bonus: sound effects added for miss, win and lose. 5% 6 Project Hand-in Rules 1. You will lose 5% of the grade for each day late to a maximum 40 point penalty. 2. Once you hand in a project, you are then allowed to hand it in a second time for an average of the two grades. You may wait to receive your project grade with suggestions for improvement and then use those suggestions to improve your project for your second hand-in. If your original hand-in was late, that late penalty still applies.

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