Part 1 - agulen/PacmanJava GitHub Wiki

Welcome to the Pacman Java lesson plan! I hope you find this repository useful for learning and and creating a fun & visually rewarding project. Before getting started with coding, you will need to set up a proper Java development environment. To do that, you will need to download and install the latest Java Development Kit and a Java IDE. Java SE 14 was used when this was written. For the IDE, I would recommend Eclipse.

Goal: Render Pacman at the top-left coordinate of the screen

Steps

  • Create a Pacman class. It should contain:
    • Member Variables
      • An integer for a x-coordinate
      • An integer for a y-coordinate
      • An Image for a Pacman image
    • Functions
      • A Pacman constructor to initialize the 3 member variables. In order to load the Pacman image properly, you can load in an image from a file path using new ImageIcon(<file path here>).getImage(). If you store the images in an img folder, then the file path to pass into the ImageIcon constructor would be img/pacman.jpg
      • Getter for each member variable
      • A public void draw() function to draw Pacman to the screen. You can pass in the graphics object from Game's paint() function to draw the Pacman image to the screen. Utilize the graphics.drawImage() function too!

You are given:

  • The Game class, which will render a window to the screen for you. Read through the comments to understand how the code works. Try running the program before writing any code to see the window appear.
  • The img folder, which holds all of the necessary images for the project. You only need pacman.jpg for this part in order to render Pacman.