In this lab, you'll create a falling sand program. The software resembles a paint program, except that the user is painting particles into the world. The software simulates the physical behavior of those particles, which may move (perhaps falling like grains of sand), change, clone, disappear, interact, etc.
Download FallingSandWithoutArrays.zip.
Compile and run SandLab.java.
(This will run SandLab
's main
method, which constructs a new SandLab
and calls its run
method.)
You should see a window pop up. On the left side is a black rectangular canvas which will soon be inhabited by particles.
On the right side there is one button for each tool you will be able to paint with: Empty (for erasing) and Metal (for creating metal particles).
You can't actually paint now, because you haven't written the code yet.
Look in the SandLab.java file, and you'll see that a SandLab
remembers a single thing:
display
- the SandDisplay
used to show the particles on the screenA summary of the methods provided by the SandDisplay class is shown below.
class SandDisplay int getNumRows() int getNumCols() int getValue(int row, int col) //returns particle type value currently stored at given location void setValue(int row, int col, int value) //stores particle type value at given location (does not change what appears on screen) void setColor(int row, int col, Color color) //changes what color appears at given location
Notice that we're using int
values to represent particle types, with 0 representing empty,
1 representing metal, and higher values representing the additional particle types you'll be adding.
To avoid confusion, we never want to see these particle type numbers (0, 1, etc.) in our code!
Instead, we've declared variables for each of these types. You'll see these listed near the top of SandLab.java.
public static final int EMPTY = 0; public static final int METAL = 1;
This lets us use meaningful variable names instead of confusing type numbers in our code. For example:
if (type == METAL)
These variables are marked final
to indicate that they are constants.
(Attempts to re-assign to these variables will not compile.)
By convention in Java, we use all-caps names for constants.
(Traditionally, constants are also declared as public
and static
,
so that we can access them from outside the file by writing SandLab.METAL
, for example.)
Familiarize yourself with the SandLab
constructor, which already initializes the display
field to refer to
a new SandLabDisplay
with appropriate dimensions and tool names.
There is no code for you to write in this exercise.
locationClicked
The locationClicked
method is called (by the run
method) whenever the user clicks on some part
of the canvas. The selected tool (empty, metal, etc.) is passed to the method.
Simply call SandDisplay
's setValue
method to store this value at the given coordinates.
updateDisplay
The updateDisplay
method is called (by the run
method) at regular intervals.
Its job is to draw each particle (and empty space) onto the display,
using SandDisplay
's getValue
method to get the particle type value at given coordinates,
and using SandDisplay
's setColor
method to show an appropriate color for that particle type
at those coordinates.
Complete this method so that empty locations are shown in one color (probably black) and
metal locations are shown in another color (probably gray).
class java.awt.Color Color(int red, int green, int blue) // values range from 0 - 255 inclusive
Test that you can now paint metal particles and erase them.
Modify your program so that you can also paint with sand particles (probably in yellow). For now, these particles won't actually move.
step
The step
method is called (by the run
method) at regular intervals.
This method should choose a single random valid location. (Do not use a loop.)
If that location contains a sand particle and the location below it is empty, the particle should move down one row.
(Metal particles will never move.) This code should call SandDisplay
's setValue
method.
(Do not call setColor
.)
Test that your sand particles fall now.
Tip: If particles fall too quickly or too slowly, the speed can be adjusted by adjusting the slider in the display
or by changing the dimensions passed to the SandLab
constructor (from main
).
Note: Because the step
method picks a single random particle to move (or act in some way) each time it is called,
it is possible that some sand particles will move several times before others have the chance to move at all.
In practice, the step
method is called so rapidly that you are unlikely to notice this effect when you run the code.
Modify your program so that you can also paint with water particles, which move in one of three randomly chosen directions: down, left, or right.
In the step
method, when the randomly chosen location contains a water particle,
pick one of three random directions. If the location in that randomly chosen direction is empty, the water particle moves there.
(Look for ways to minimize duplicate code in your step
method.)
Test that the water behaves roughly like a liquid, taking the shape of a container.
What happens now when you drop sand particles into water? Right now, sand is only allowed to move into empty spaces.
Modify your code so that a sand particle can also move into a space containing a water particle (by trading places with the water particle).
(Look for ways to minimize duplicate code in your step
method.)
Test that you can drop sand into water now (without destroying the water).