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Require Java At least you game should include the following required components: The introduction screen which shows the title of your game and how to

Require Java

At least you game should include the following required components:

The introduction screen which shows the title of your game and how to start your game. (10 points)

The scheme that decides the outcome of the game (e.g. time-based or score-based or other). (20 points)

Resources that you can use to earn points or health or other factors that can affect the game progress/outcome. (30 points)

The factors that can make the player lose points, or health, or other factors that can affect the game progress/outcome. (30 points)

The resulting screen shows you win or lose the game. It may also show how to replay the game. (10 points)

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--->In order to do this assigment you have to installed processor.com

https://processing.org/

download it and installed it

--->The computer langauge is Java

----> Code 1 and Code 2 will be provided it for it.

Code 1 is called boomshine

Code 2 is called bubble

Screenshot

image text in transcribed

image text in transcribed

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**Code 1**

// adapted from the "BouncyBubbles" example.

int numBubbles = 40; // initial bubble count

final int BROKEN = -99; // code for "broken", may have other states later

final int MAXDIAMETER = 120; // maximum size of expanding bubble

ArrayList pieces; // all the playing pieces

void setup()

{

pieces = new ArrayList(numBubbles);

size(640, 640);

noStroke();

smooth();

for (int i = 0; i

pieces.add(new Bubble(random(width), random(height), 30, i, pieces));

}

void mousePressed()

{

// on click, create a new burst bubble at the mouse location and add it to the field

Bubble b = new Bubble(mouseX,mouseY,2,numBubbles,pieces);

b.burst();

pieces.add(b);

numBubbles++;

}

void draw()

{

background(0);

for (int i = 0; i

{

Bubble b = (Bubble)pieces.get(i); // get the current piece

if (b.diameter

{

pieces.remove(i);

numBubbles--;

i--;

}

else

{

// check collisions, update state, and draw this piece

if (b.broken == BROKEN) // only bother to check collisions with broken bubbles

b.collide();

b.update();

b.display();

}

}

}

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**Code 2**

class Bubble { float x, y; float diameter; float vx = 0; float vy = 0; int id; int broken = 0; float growrate = 0; ArrayList others; Bubble(float xin, float yin, float din, int idin, ArrayList oin) { x = xin; y = yin; diameter = din; growrate = 0; id = idin; vx = random(0,100)/50. - 1.; vy = random(0,100)/50. - 1.; others = oin; } void burst() { if (this.broken != BROKEN) // only burst once { this.broken = BROKEN; this.growrate = 2; // start it expanding } } void collide() { Bubble b; // check collisions with all bubbles for (int i = 0; i MAXDIAMETER) // reached max size this.growrate = -0.75; // start shrinking } else { // move via Euler integration x += vx; y += vy; // the rest: reflect off the sides and top and bottom of the screen if (x + diameter/2 > width) { x = width - diameter/2; vx *= -1; } else if (x - diameter/2

if (y + diameter/2 > height) { y = height - diameter/2; vy *= -1; } else if (y - diameter/2

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