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Java Fish Tank

In this assignment, you are going to develop simulation of fish in a fish tank. The goal is to practice Object Oriented Concepts and Comparable, MouseListener and MouseMotionListener Interfaces.

The fish tank has 2 modes of status, fish manipulation and simulation.

In the fish manipulation status, the user can:

add new fish to the tank,

drag a fish to a different slot,

To implement these manipulation functionalities, you need to implement three functions: MouseClicked, MouseDragged and MouseReleased.

MouseClicked:

Verify that the application is in manipulation mode.

Construct a new fish object at the clicked point with a random colour

If the selected slot is not occupied by another fish, add the new fish to the tank

Paint

MouseDragged:

Verify that the application is in manipulation mode.

Set mouseDragged to true

Find out which fish is selected from the tank

MouseReleased:

Verify that mouseDragged is true

Verify that the selected slot is empty

Update the position of the selected fish by the selected slot

Paint

Do not forget to reset the selected fish index and mouseDragged flag

In the simulation mode, each fish independent of the other ones in the fish tank swim in random order.

They can move maximum one slot in each dimension at each fishTick trigger or they can stay in their current slot.

If there is another fish in the slot a fish decided to move, then the fish stays in its current slot.

To implement these simulation functionalities, you need to develop body of the following functions:

CompareTo function of the Fish class:

Compare with respect to mX values

If mX values are equal, compare with respect to mY values

You need to use CompareTo function in the Move, MouseDragged, MouseReleased and MouseClicked

Move function of the Fish class:

Randomly compute a move in x direction as -1, 0, 1

Randomly compute a move in y direction as -1, 0, 1

Compare the new slot of the fish with slots of the other fish in the tank:

If the new slot is occupied, stay in the old slot, and return

If the new slot is out of the tank, stay in the old slot, and return

Paint function of the Fish class:

Draw a filled circle in the center of the selected slot with the fish color

If your fish is drawn as a nice-looking fish as follows (in minimum), then you will get 1 point bonus. Use your creativity.

[url removed, login to view]

Please pay attention that I used the Singleton Design Pattern to allow usage of global variables. It is an often used and a very useful design pattern.

Please also pay attention to how we define the Fish class and how Fish class instances independent of each other behave in the Fish Tank.

Kemahiran: Java

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