See this link for Assignment
Policies, Submission Instructions, and Grading Guidelines.
1. Write a Java applet that draws five (5) versions of the
same character (creature, thing, figure, robot, cartoon, etc.) of your own
creation. Use the following guidelines:
2. Each individual character should be made up of at least 5
different shapes.
3. The shapes can be of the same class. For example, your
character may consist of 5 Rectangles. Please make sure by your drawing that it
is clear that you have used 5 different shapes to create your character. Be
creative!!!
4. Copy & paste the Drawable.java code (omit the keyword “public”) into
your program file. Do not make any changes to this code.
5. Copy & paste the DrawMethods.java code (omit the keyword “public”) into
your program file. Do not make any changes to this code.
6. Class definition: Write a class definition for your
character.
7. Class definition: The class definition should implement the
interface Drawable. This is done on the first line of
code for your class definition. Take a close look at the first line of my example
class definition in the file Kurochan.java,
but do not copy this code into your program file.
8. Class definition: Your character should have at least 3
data fields. The data fields should be the Graphics window and the x & y
coordinates. (Optional: vary the size & color of your character as well by
adding Integer & Color data fields.)
9. Class definition: Write a constructor for your character.
The constructor should have one parameter for class Graphics, which is for the
graphics window on which you draw shapes. The other parameters should be the x
& y coordinates, which are class Integer. You can use as many x & y coordinates as you need. (Optional: vary the size
& color of your character as well by adding Integer & Color parameters.)
10. Class definition: Write the draw()
method for your character. Write the code that actually draws the characters
here.
11. Applet’s paint() method: Create
the 5 characters by using the constructor that you have written. For example,
see my example Applet KurochanClientApplet.java,
but do not copy this code into your program file.
12. Applet’s paint() method: Draw the
5 characters by using the static method call shown below. (Copy & paste
this one line of code into your program file, and make
any changes to the variable names that are necessary.)
DrawMethods.draw5(character1, character2, character3, character4, character5);
13. HTML
code: See kurochan.html and kurochan.html.txt for example HTML code.
14. Note that you will
have 4 classes in your LastNameFirstNameX.java
program file. So compiling your file will create 4 .class files! All of these
.class files need to be posted on your UHUNIX account in order for your applet
to work; however, your APPLET CODE only needs to link to ONE class file: "LastNameFirstNameX.class".
15. When
you submit your program, you need to include the link to your HTML page that
displays your applet.
© 2007 William Albritton