You have already displayed the Tetris bucket in your previous project assignment. In this assignment, you will need to display and drop the shape. Add plenty of narrative comments. Your program must be compilable and executable. If you need guidance, you will find some detailed instruction (below) to assist you. This is not the only approach that will work but it will present one possibility. The sample below uses Classes (a little Object oriented programming) but, if you prefer a different approach, you do not have to use classes in your project. 1 To represent the Tetris shapes, you can create a Class called ” TetrisShape “. In the class, declare a 2-D array of chars that is 4×4 in size (you could also use 4×2 but that would require different algorithm). Call the array ” shapeArray “. For convenience, declare it as public (but, it should not be your practice when you work in the software industry). You might need more dimensions for the array if you want to statically assign (hard code) all the shape rotations (3-d) for all the shapes (4-d). In this example, the rotation of the shapes is done by value swapping in the 4×4 array. 2 Now, populate or initialize the ” shapeArray “. There are three (3) options for doing this: • Option 1: Add a function in the class (call it ” populateShapeArray(int shapeType) “), that will take an integer which will denote the type of shape. • Option 2: Use a non-default constructor. In this case, when you create an object, you will take an integer as the constructor argument, which will denote the type of shape, as shown below. TetrisShape currentShape = new TetrisShape(shapeType);// shapeType int • Option 3: Use a setter ” setShape(int shapeType) ” function. Regardless of which option you chose above, you would use a switch statement to assign the 4×4 array values for the specific shape. For example, for ‘L’, it can be something like the following: shapeArray = ‘ ‘; shapeArray = ‘X’; shapeArray = shapeArray = ‘ ‘; shapeArray = ‘ ‘; shapeArray = ‘X’; shapeArray = shapeArray = ‘ ‘; shapeArray = ‘ ‘; shapeArray = ‘X’; shapeArray = shapeArray = ‘ ‘; shapeArray = ‘ ‘; shapeArray = ‘ ‘; shapeArray = shapeArray = ‘ ‘; 3 Always keep record of the top left corner location (x,y dimensions) of theshape that is falling. This record will indicate where to draw the shape in the bucket after the shape moves. Initially, the location should be, (6, 0), which is the top middle of the bucket. Store the coordinates in the ” TetrisShape ” class as shapeTopLeftX and shapeTopLeftY . Note, x changes horizontally, and y changes vertically. 4 In this step you will generate one shape. To accomplish this, in the main() function, before the while loop (game loop), do the following: a Generate a random number from 0 to 6. b Use one of the options presented in step 2 above to create a TetrisShape object. c Create a global function called ” updatebucket(TetrisShape localTetrisShape) ” to populate the bucket with values of the ” shapeArray “. Here, you will use two nested for loops to go over the shapeArray of 4×4. You need to provide the TetrisShape object (created in step ‘4b’ above) to the function as an argument in order to access its shapeArray . Inside the loop, you will do this. bucket[i+shapeTopLeftX][j+shapeTopLeftY] = localTetrisShape.shapeAr [j]; You are actually imposing the shape values on to the bucket. d Call the “updatebucket(TetrisShape localTetrisShape )” function from main() using the object created in step 4b. e Display the bucket. 6 Inside the while loop (game loop), as the shape falls, the value of y will increase. In order to accomplish this you will have ” newShapeTopLeftY = shapeTopLeftY + 1; ” so that the shape falls one cell below. Notice that you are storing the new y value in another variable because you need both the old and the new values. 7 Clear (assign spaces to) the current position values of the shape in the bucket using the “old” shapeTopLeftX and shapeTopLeftY . This will ensure that you do not leave any trail of the shape. 8 Call the ” updatebucket(TetrisShape localTetrisShape) ” function with the “new” shapeTopLeftX and shapeTopLeftY values. This will ensure the shape will be displayed in the new location ( newShapeTopLeftX , newShapeTopLeftY ). 9 Display the bucket. The shape is displayed in the new location of the bucket. 10 Store the new shapeTopLeftX and shapeTopLeftY values to the old shapeTopLeftX and shapeTopLeft Y values to get ready for the next loop. Sleep for a while to slow down the game.
Your programming assignment in this Module has three parts. Follow the instructions below: 1 Create a class Person, which has a name, address, city, state, zip, and phone number. Create a default constructor to initialize the variables to some default values. DO NOT get them as an input from the user. If you prefer non-default constructors, then you can have them, but that is optional. Have a ” display() ” function to display the values. 2 Create a class Student, which inherits from Person, and has additionally grade, course, and GPA. Create a default constructor to initialize the three variables to some default values. DO NOT get them as an input from the user. If you prefer non-default constructors, then you can have them, but that is optional. Have a “display()” function to display the values. From the Student ” display() ” function call the Person ” display() ” function. 3 In the ” main() “, create an object of Person. Display its values. Then, create an object of Student. Display its values. This would display all the variables from both Person and Student. 4 Add plenty of narrative comments. 5 Your program must be compilable and executable. Remember, all these are to prove that your inheritance is working. So, make sure your Inheritance is working