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Using Java, please write the program for the following prompt in the first pictu

ID: 3796345 • Letter: U

Question

Using Java, please write the program for the following prompt in the first picture. The second and third picture show a sample execution of the program. Collections and generics are acceptable to use. You just cannot use java methods to iterate through an array list, it must be iterated through using a for loop. Thank you!

A. Objectives l Use at least one array of Strings. (10 points) 2. Use at least one 2-dimensional array. (10 points) 3. Use sorting to arrange data. (10 points) 1. Use methods to do separate and rcpetitive work. The main method should not have more than 20 lines of code (10 points) 5. Implement the project correctly. (50 points) 10 points will be awarded for use of meaningful identificrs, consistent indentation, cxplanatory comments in your code and properly formatted output. B. Description Each spring brings hope for National Football League (NFL) teams, especially for those that had poor win-loss records in the previous season. The NFL draft is held in April and is the opportunity for teams to improve their roster by adding those college players considered to be the most talented in the world NFL teams develop their player rosters through three methods: free-agent signings, trading their players for players from other teams, and drafting college players who have doclared themselves oligiblc for the NFL draft. The NFL draft is a two-day event in which all 32 teams take their turns selecting these players. In this project we are going to simulate a limited version of the draft process. This simulated draft would involve 8 teams and 32 players. Pick any 8 teams from the actual NFL and 32 players of your choice. Be creative! l. Assign a random winning percentage to each of the teams for the previous season. 2. Based on the winning percentage, rank the teams in order starting with the one that had the worst performance 3. Each team can now select players in the order they were ranked 4, Assign numbers l to 4 to the players randomly indicating the round in which they can be picked. 5. In each round, the teams in order of their numbers will choose randomly from the players eligible for that round and select them. 6. At thc end of 4 rounds, cach of the 8 teams will have 4 players they picked.

Explanation / Answer

import java.applet.*;

import java.awt.*;

import java.awt.event.*;

import java.awt.geom.*;

import java.awt.image.*;

import java.util.*;

//Primary class for the game

public class Asteroids extends Applet implements Runnable, KeyListener{

    /**

     *

     */

    private static final long serialVersionUID = 1L;

    //the main thread becomes the game loop

    Thread gameloop;

     

    //use this as a double buffer

    BufferedImage backbuffer;

     

    //the main drawing object for the back buffer

    Graphics2D g2d;

     

    //toggle for drawing bounding boxes

    boolean showBounds = false;

     

    //create the asteroid array

    int ASTEROIDS = 20;

    Asteroid[] ast = new Asteroid[ASTEROIDS];

     

    //create the bullet array

    int BULLETS = 10;

    Bullet[] bullet = new Bullet[BULLETS];

    int currentBullet = 0;

     

    //the player's ship

    Ship ship = new Ship();

     

    //create the identity transform (0.0)

    AffineTransform identity = new AffineTransform();

     

    //create a random number generator

    Random rand = new Random();

     

    //applet init event

    public void init(){

        //create the back buffer for smooth graphics

        backbuffer = new BufferedImage(640, 480,BufferedImage.TYPE_INT_RGB);

        g2d = backbuffer.createGraphics();                                

         

         

        //set up the ship

        ship.setX(320);

        ship.setY(240);

         

        //set up the bullets

        for (int n = 0; n < BULLETS; n++) {

            bullet[n] = new Bullet();

        }

         

        //Create the asteroids

        for (int n = 0; n < ASTEROIDS; n++) {

            ast[n] = new Asteroid();

            ast[n].setRotationVelocity(rand.nextInt(3)+1);

            ast[n].setX((double)rand.nextInt(600)+20);

            ast[n].setY((double)rand.nextInt(440)+20);

            ast[n].setMoveAngle(rand.nextInt(360));

            double ang = ast[n].getMoveAngle() - 90;

            ast[n].setVelX(calcAngleMoveX(ang));

            ast[n].setVelY(calcAngleMoveY(ang));

        }

             

            //start the user input listener

            addKeyListener(this);

    }

     

    // applet update event to redraw the screen

    public void udpate(Graphics g) {

        //start off the transforms at identity

        g2d.setTransform(identity);

         

        //erase the background

        g2d.setPaint(Color.BLACK);

        g2d.fillRect(0, 0, getSize().width, getSize().height);

         

        //print some status information

        g2d.setColor(Color.WHITE);

        g2d.drawString("Ship: "+ Math.round(ship.getX()) + "," + Math.round(ship.getY()), 5 , 10);

        g2d.drawString("Move angle: " + Math.round(ship.getMoveAngle()) + 90, 5, 25);

        g2d.drawString("Face angle: " + Math.round(ship.getFaceAngle()),5 , 40);

         

        //draw the game graphics

        drawShip();

        drawBullets();

        drawAsteroids();

         

        //repaint the applet window

        paint(g);

    }

     

    //drawShip called by applet udpate event

    public void drawShip() {

        g2d.setTransform(identity);

        g2d.translate(ship.getX(), ship.getY());

        g2d.rotate(Math.toRadians(ship.getFaceAngle()));

        g2d.setColor(Color.ORANGE);

        g2d.fill(ship.getShape());

         

    }

     

    //drawbullets called by applet udpate event

    public void drawBullets() {

        //iterate through the array of bullets

        for (int n = 0; n < BULLETS; n++){

            //is this bullet currently in use?

            if (bullet[n].isAlive()) {

                //draw bullet

                g2d.setTransform(identity);

                g2d.translate(bullet[n].getX(), bullet[n].getY());

                g2d.setColor(Color.MAGENTA);

                g2d.draw(bullet[n].getShape());

            }

        }

    }

     

     

    //drawAsteroids called by applet update event

    public void drawAsteroids() {

        for (int n = 0; n < ASTEROIDS; n++) {

            //is this asteroid being used?

            if (ast[n].isAlive()){

                //draw asteroid

                g2d.setTransform(identity);

                g2d.translate(ast[n].getX(), ast[n].getY());

                g2d.rotate(Math.toRadians(ast[n].getMoveAngle()));

                g2d.setColor(Color.DARK_GRAY);

                g2d.fill(ast[n].getShape());

            }

        }

    }

     

    //applet window repaint event draw the back buffer

    public void paint(Graphics g) {

        //draw the back buffer onto the applet window

         

        g.drawImage(backbuffer, 0, 0, this );

    }

     

     

    // thread start event - start the game loop running

    public void start() {

        //create the gameloop thread for real - time updates

        gameloop = new Thread(this);

        gameloop.start();

    }

     

    // thread run event (game loop)

    public void run() {

        //acquire the current thread

        Thread t = Thread.currentThread();

         

        //keep going as long as the thread is alive

        while (t == gameloop) {

            try {

                //update gameloop

                gameUpdate();

                 

                //target framerate is 50fps

                Thread.sleep(20);

            }

            catch(InterruptedException e) {

                e.printStackTrace();

            }

             

            repaint();     

        }

    }

     

    //thread stop event

    public void stop() {

        //kill the gameloop thread

        gameloop = null;

    }

     

     

    //move and animate the objects in the game

    private void gameUpdate() {

        updateShip();

        updateBullets();

        updateAsteroids();

        checkCollisions();

    }

     

    //update the ship position based on velocity

    public void updateShip() {

        //update ships X position

        ship.incX(ship.getVelX());

         

        //warp around left/right

        if (ship.getX() < -10)

            ship.setX(getSize().width + 10);

        else if (ship.getX() > getSize().width + 10)

            ship.setX(-10);

         

        //update ships Y position

        ship.incY(ship.getVelY());

         

        //wrap around top/bottom

        if (ship.getY() < -10)

            ship.setY(getSize().height + 10);

        else if (ship.getY() > getSize().height + 10)

            ship.setY(-10);

             

    }

     

    // update the bullets based on velocity

    public void updateBullets() {

        //move each of the bullets

        for (int n = 0; n < BULLETS; n++) {

             

            //is this bullet being used?

            if (bullet[n].isAlive()) {

                 

                //update bullets x position

                bullet[n].incX(bullet[n].getVelX());

                 

                //bullet disappears at left/right edge

                if (bullet[n].getX() < 0 || bullet[n].getX() > getSize().width) {

                    bullet[n].setAlive(false);

                }

                 

                //update bullets y position

                bullet[n].incY(bullet[n].getVelY());

                 

                 

                //bullet disappears at top/bottom edge

                if (bullet[n].getY() < 0 || bullet[n].getY() > getSize().height) {

                    bullet[n].setAlive(false);

                }              

            }              

        }

    }

     

     

    //update the asteroids based on velocity

    public void updateAsteroids() {

        //move and rotate the asteroids

        for (int n = 0; n < ASTEROIDS; n++) {

             

            //is this asteroid being used?

            if (ast[n].isAlive()) {

                 

                //update asteroid X value

                ast[n].incX(ast[n].getVelX());

                 

                //warp the asteroid at the screen edges

                if (ast[n].getX() < -20)

                    ast[n].setX(getSize().width + 20);

                else if (ast[n].getX() > getSize().width +20)

                    ast[n].setX(-20);

                 

                //update the asteroid Y value

                ast[n].incY(ast[n].getVelY());

                 

                //warp around bottom and top of screen

                if (ast[n].getY() < -20)

                    ast[n].setY(getSize().height + 20);

                else if (ast[n].getY() > getSize().height +20)

                    ast[n].setY(-20);

                 

                //update the asteroids rotation

                ast[n].incMoveAngle(ast[n].getRotationVelocity());

                 

                //keep the angle within 0-359 degrees

                if (ast[n].getMoveAngle() < 0)

                    ast[n].setMoveAngle(360 - ast[n].getRotationVelocity());

                else if (ast[n].getMoveAngle() > 360)

                    ast[n].setMoveAngle(ast[n].getRotationVelocity());

            }

        }

    }

     

    //test asteroids for collisions with ship or bullets

    public void checkCollisions() {

         

        //iterate through the asteroids array

        for (int m = 0; m < ASTEROIDS; m++) {

             

            // is this asteroid being used?

            if (ast[m].isAlive()) {

                 

                //check for collision with bullet

                for (int n = 0; n < BULLETS; n++) {

                    //is this bullet being used?

                    if (bullet[n].isAlive()) {

                        //perform the collision test

                        if (ast[m].getBounds().contains(bullet[n].getX(), bullet[n].getY())) {

                            bullet[n].setAlive(false);

                            ast[m].setAlive(false);

                            continue;

                        }

                    }

                }

                 

                //check for collision with ship

                if(ast[m].getBounds().intersects(ship.getBounds())) {

                    ast[m].setAlive(false);

                    ship.setX(320);

                    ship.setY(240);

                    ship.setFaceAngle(0);

                    ship.setVelX(0);

                    ship.setVelY(0);

                    continue;

                }

            }

        }

    }

     

    //key listener events

    public void keyReleased(KeyEvent k) {}

    public void keyTyped(KeyEvent k) {}

    public void keyPressed(KeyEvent k) {

        int keyCode = k.getKeyCode();

        switch (keyCode) {

        case KeyEvent.VK_LEFT:

            //left arrow rotates ship left 5 degrees

            ship.incFaceAngle(-5);

            if(ship.getFaceAngle() < 0) ship.setFaceAngle(360-5);

            break;

        case KeyEvent.VK_RIGHT:

            //right arrow rotates ship right 5 degrees

            ship.incFaceAngle(5);

            if(ship.getFaceAngle() > 360) ship.setFaceAngle(5);

            break;

        case KeyEvent.VK_UP:

            //up arrow thrust to ship (1/10 normal speed)

            ship.setMoveAngle(ship.getFaceAngle() - 90);

            ship.incVelX(calcAngleMoveX(ship.getMoveAngle()) * 0.1);

            ship.incVelY(calcAngleMoveY(ship.getMoveAngle()) * 0.1);

            break;

        //CTRL ENTER OR SPACE used to fire weapon

        case KeyEvent.VK_CONTROL:

        case KeyEvent.VK_ENTER:

        case KeyEvent.VK_SPACE:

            //fire a bullet

            currentBullet++;

            if(currentBullet > BULLETS - 1) currentBullet = 0;

            bullet[currentBullet].setAlive(true);

             

            //point bullet in same direction as ship is facing

            bullet[currentBullet].setX(ship.getX());

            bullet[currentBullet].setY(ship.getY());

            bullet[currentBullet].setMoveAngle(ship.getFaceAngle() - 90);

             

            //fire bullet at angle of ship

            double angle = bullet[currentBullet].getMoveAngle();

            double svx = ship.getVelX();

            double svy = ship.getVelY();

            bullet[currentBullet].setVelX(svx + calcAngleMoveX(angle) * 2);

            bullet[currentBullet].setVelY(svy + calcAngleMoveY(angle) * 2);

            break;

        }

    }

     

    //calculate X movement value based on direction angle

    public double calcAngleMoveX(double angle) {

        return (double) (Math.cos(angle * Math.PI / 180));

    }

     

    // calculate Y movement value based on direction angle

    public double calcAngleMoveY (double angle) {

        return (double) (Math.sin(angle * Math.PI / 180));

    }

     

}

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