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In this assignment you will build on your simple Kuru Country game

In this assignment you will build on your simple Kuru Country game, adding the basic movement logic. Part 1 (25 marks) Most useful module is conditionals Have Fizzy bounce as she hits a wall. Fizzy will always bounce back in the opposite direction she was travelling. When Fizzy reaches a wall, she will change her direction of movement and she will change the direction she is pointing as well. One quarter of the marks for this section are for changing direction of movement, another quarter for changing the direction she is pointing. Fizzy must always point the direction that she is moving if you are to get these marks. An example will be posted in the class forums. The second half of the marks for this part are for having Fizzy respond to user input as well. When the user presses ‘w’, Fizzy should turn and move up, ‘a’ will make Fizzy turn and move left, ‘s’ will turn fizzy to face down the screen and ‘d’ will make Fizzy move right. Thus Fizzy will now be able to move in four separate directions controlled by the ‘w’, ‘s’, ‘a’, and ‘d’ keys. Part 2 (25 marks) Most usefull module is loops Draw a grid of “poles” on the screen. These poles are drawn as dots since we are looking at the screen from the top down. In the original game, Fizzy would swing around these poles. In our version, they are just for decoration unless you extend your program somehow. On your 810 by 810 screen you should draw poles every 90 pixels, starting 90 pixels from the border. An example will be posted in the class forums. Part 3 (25 marks) Most useful module is functions Move the code that draws Fizzy into a function of its own. The function should have the following signature: int x The x co-ordinate of the position to draw (the center of) Fizzy at. int y The y co-ordinate of the position to draw (the center of) Fizzy at. int rot The angle (in degrees) of spin to draw Fizzy at. This function will accept any integer but only draws fizzy at 4 rotations, 0, 90, 180 and 270 degrees, all other values can be ignored. void drawFizzy(int x, int y, int rot){…..} Your function must have the signature above. Part 4 (25 marks) Most useful module is arrays and strings In this part we will have Fizzy reveal a pattern of rupees. The position of the rupees is set from the start but they are hidden until Fizzy walks/swims over them. You should store a number of arrays to represent the x position, y position and status (hidden or revealed) of each rupee. When the program starts, the rupees are all hidden in a heart pattern, an example will be posed in the class forums. As Fizzy walks over a hidden rupee, it becomes visible. That rupee will stay visible if Fizzy walks over it again at any point. Fizzy must walk over the rupees, not under them. This means that rupees should never obscure Fizzy. Rupees should be a square centered between the poles with 40 pixel long sides. Rupees should be green. It might be useful to show hidden rupees during development but make sure they are not visible unless they have been walked over in your submitted code. Fizzy Design Code: int x; int y; int w; int h; int eye_w; int eye_h; int pupil_w; int pupil_h; int v; public void setup(){ size(800,800); w = 50; h = 50; eye_w = 20; eye_h = 25; pupil_w = 10; pupil_h = 15; x = width/2; y = h/2; v = 2; } public void draw(){ background(0); // draw fizzy strokeWeight(0); fill(255,0,0); ellipse(x, y, w, h); fill(0,0,0); ellipse(x – w/8, y + h/8, eye_w, eye_h); ellipse(x + w/8, y + h/8, eye_w, eye_h); fill(255,255,255); ellipse(x – w/8, y + h/4, pupil_w, pupil_h); ellipse(x + w/8, y + h/4, pupil_w, pupil_h); color(255, 0, 0); stroke(255,0,0); strokeWeight(4); line(x,y-2*h/3,x,y+4*h/10); // animate y = (y + v)%height;