Creating a class called BatterUp

BatterUp1 [10 points]

Create a class called BatterUp1 which contains two methods: main and bat.

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bat method

Simulate two die rolls by generating two random numbers in the range of 1 to 6 for each die.

Store the die values in int variables and use these values to determine the result of batting. Print

the two roll values, then at the end of the method, return an int which depicts a value based on

the table below:

Die 1 Die 2 Represents

Return

value

1 1 Single 1

2 2 Double 2

3 3 Triple 3

4 4 Home Run 4

Any other combination:

Sum is even Strike -1

Sum is odd Ball -2

main method

Create a counter controlled repletion loop that calls the bat method ten times. Using the

returned value, print the results of that swing of the bat.

BatterUp1 SAMPLE OUTPUT:

> java BatterUp1

Rolled 3 4 BALL!

Rolled 3 6 BALL!

Rolled 5 5 STRIKE!

Rolled 2 6 STRIKE!

Rolled 3 6 BALL!

Rolled 5 2 BALL!

Rolled 4 3 BALL!

Rolled 2 3 BALL!

Rolled 3 2 BALL!

Rolled 4 6 STRIKE!

BatterUp2 [20 points]

Make a copy of BatterUp1 and name it BatterUp2 which contains two methods: main and bat.

Create a third method called batterTakeTurn which includes two int values initialized to 0 which

will count the balls and strikes. The player should continue to bat (calling the bat method) until

the player has had four balls, three strikes, or has had a hit (single, double, triple or home run.)

Exit the loop when one of those conditions occurs.

Remove the previous code from the main method and simply call the batterTakeTurn method.

main method

Call batterTakeTurn once

bat method

Same as previous version

batterTakeTurn

Within a loop, continue to call the bat method until 3 strikes, 4 balls, or a hit (single, double,

triple, or home run.) Add print statements to indicate the result of each bat. Hint: either use a

boolean value or the break statement to exit the loop when one of these situations happens.

BatterUp2 SAMPLE OUTPUT:

> java BatterUp2

Rolled 6 1 BALL!

Rolled 6 4 STRIKE!

Rolled 1 5 STRIKE!

Rolled 1 5 STRIKE!

Strike out!!

> java BatterUp2

Rolled 2 5 BALL!

Rolled 3 6 BALL!

Rolled 3 3 Triple!

> java BatterUp2

Rolled 5 2 BALL!

Rolled 2 4 STRIKE!

Rolled 4 4 Home Run!

BatterUp3 [20 points]

Make a copy of BatterUp2 and name it BatterUp3 which contains two methods: main, bat and

batterTakeTurn.

Add a static String array in the class to contain nine player names. Pick any nine names to

populate the player names.

Add a return type of boolean (eg isOut) to batterTakeTurn, which returns true if the player’s

turn is over due to a strike out., otherwise it returns false. In main, use this returned boolean

value to increment the outs counter and the next player is up. Continue to loop through the

batting order repeatedly (starting over at the beginning of the array after the last batter).

When three outs have occurred, break out of that loop and end.

Change the main method to loop through all nine players continuously until three outs have

occurred. In this game, the only way to get an out is by striking out.

Additional changes to the main method:

– Declare an int variable to count the outs. Initialize to 0

– Loop through the players array, for each player

– Print out the name of player at bat along with the total outs

– Change that player’s location from -1 (dugout) to 0 (at bat)

– Player continues to bat until the batterTakeTurn method returns true (Strike out)

– Wrap that for loop for all players in a while loop that continues until 3 outs

– if all batters have batted without three outs, the while loop will cause the batting order to

repeat until three outs have occurred

BatterUp3 SAMPLE OUTPUT:

> java BatterUp3

Amy is at bat with 0 outs

Rolled 4 2 STRIKE!

Rolled 3 5 STRIKE!

Rolled 2 6 STRIKE!

Strike out!!

Bob is at bat with 1 outs

Rolled 3 3 Triple!

Carl is at bat with 1 outs

Rolled 5 4 BALL!

Rolled 5 3 STRIKE!

Rolled 4 1 BALL!

Rolled 3 2 BALL!

Rolled 6 5 BALL!

Walk

Diana is at bat with 1 outs

Rolled 1 1 Single!

Ed is at bat with 1 outs

Rolled 5 5 STRIKE!

Rolled 1 4 BALL!

Rolled 3 6 BALL!

Rolled 3 2 BALL!

Rolled 5 5 STRIKE!

Rolled 6 6 STRIKE!

Strike out!!

Francis is at bat with 2 outs

Rolled 4 1 BALL!

Rolled 6 6 STRIKE!

Rolled 3 1 STRIKE!

Rolled 4 1 BALL!

Rolled 1 3 STRIKE!

Strike out!!

3 outs – next team!

BatterUp4 [30 points]

Make a copy of BatterUp3 and name it BatterUp4 which contains four methods: : main, bat,

batterTakeTurn, and movePlayers.

Make the following changes

Outside the methods, inside the class:

– Add another static array in the class with player locations.

– Initialize the array contents to all -1 values Note: Player location can have a value of

0 (at bat) 1 (first base) 2 (second base) 3 (third base) 4+ (home base) or -1 (dugout)

– Add an int variable to record the score. Initialize to zero

In the main method:

– At the beginning of a player’s turn before batting, change the location of that player

(in the locations array) from -1 (dugout) to 0 (at bat)

– If the batterTakeTurn method returns true, the player has struck out so that player’s

location should be set to -1 (return to dugout)

Add a new method named movePlayers, with an int parameter:

– The int value passed in indicates the number of bases each player on base should

move ahead (any location with any value other than -1)

– After any hit or walk, all players on base will advance the same number of (Walk=1,

Single=1, Double=2, Triple=3, and Home Run = 4) Note that some players may

have a value greater than 4 at this point.

o Use a loop to go through the locations array and add the value from the

parameter to each of the players that don’t have a value of -1

– Add another loop which loops through the locations array and increments the score

for each player with a value of 4 or more. After updating the score for a player, that

players location should be set to -1 (return to dugout.)

o If a player scores, print the message “<player name> scored!!”

Change the batterTakeTurn method:

– Within the if statements in batterTakeTurn, call the movePlayers method if the

player got a single, double, triple, home run or walk.

– Add a print statement before each player starts a turn which shows the current

score.

BatterUp4 SAMPLE OUTPUT:

> java BatterUp4

SCORE: 0

Amy is at bat with 0 outs

Rolled 5 2 BALL!

Rolled 6 1 BALL!

Rolled 2 5 BALL!

Rolled 6 6 STRIKE!

Rolled 3 1 STRIKE!

Rolled 6 3 BALL!

Walk

SCORE: 0

Bob is at bat with 0 outs

Rolled 4 2 STRIKE!

Rolled 1 2 BALL!

Rolled 3 4 BALL!

Rolled 2 4 STRIKE!

Rolled 1 1 Single!

SCORE: 0

Carl is at bat with 0 outs

Rolled 1 5 STRIKE!

Rolled 3 5 STRIKE!

Rolled 2 6 STRIKE!

Strike out!!

SCORE: 0

Diana is at bat with 1 outs

Rolled 6 6 STRIKE!

Rolled 3 2 BALL!

Rolled 2 6 STRIKE!

Rolled 2 3 BALL!

Rolled 6 2 STRIKE!

Strike out!!

SCORE: 0

Ed is at bat with 2 outs

Rolled 1 4 BALL!

Rolled 2 5 BALL!

Rolled 2 4 STRIKE!

Rolled 2 3 BALL!

Rolled 6 3 BALL!

Walk

SCORE: 0

Francis is at bat with 2 outs

Rolled 4 4 Home Run!

Amy scored!

Bob scored!

Ed scored!

Francis scored!

SCORE: 4

Georgia is at bat with 2 outs

Rolled 6 1 BALL!

Rolled 6 1 BALL!

Rolled 3 4 BALL!

Rolled 3 4 BALL!

Walk

SCORE: 4

Hank is at bat with 2 outs

Rolled 1 5 STRIKE!

Rolled 1 1 Single!

SCORE: 4

Izzy is at bat with 2 outs

Rolled 1 4 BALL!

Rolled 1 5 STRIKE!

Rolled 2 4 STRIKE!

Rolled 2 6 STRIKE!

Strike out!!

3 outs – next team!

BatterUp5 [15 points]

Make a copy of BatterUp4 and name it BatterUp5 which contains five methods: : main, bat,

batterTakeTurn, movePlayers, and displayField.

Make

Add new method named displayField:

– This method will which print the three bases in the field with the name of the player

currently on that base. If there is no player on that base, print “empty”

o Hint: create three String variables that contain the value “empty”, then loop

through the locations array and replace its value with the player name (from the

players array) if their location is 1, 2 or 3

Change the main method:

– Call the displayField method at the beginning of a player’s turn after printing the score.

BatterUp5 SAMPLE OUTPUT:

>java BatterUp5

SCORE: 0

[ 1 ] empty [ 2 ] empty [ 3 ] empty

Amy is at bat with 0 outs

Rolled 1 2 BALL!

Rolled 2 4 STRIKE!

Rolled 3 6 BALL!

Rolled 5 1 STRIKE!

Rolled 4 6 STRIKE!

Strike out!!

SCORE: 0

[ 1 ] empty [ 2 ] empty [ 3 ] empty

Bob is at bat with 1 outs

Rolled 1 5 STRIKE!

Rolled 4 3 BALL!

Rolled 6 5 BALL!

Rolled 1 4 BALL!

Rolled 5 2 BALL!

Walk

SCORE: 0

[ 1 ] Bob [ 2 ] empty [ 3 ] empty

Carl is at bat with 1 outs

Rolled 1 4 BALL!

Rolled 6 3 BALL!

Rolled 4 1 BALL!

Rolled 4 5 BALL!

Walk

SCORE: 0

[ 1 ] Carl [ 2 ] Bob [ 3 ] empty

Diana is at bat with 1 outs

Rolled 4 6 STRIKE!

Rolled 2 3 BALL!

Rolled 3 3 Triple!

Bob scored!

Carl scored!

SCORE: 2

[ 1 ] empty [ 2 ] empty [ 3 ] Diana

Ed is at bat with 1 outs

Rolled 6 2 STRIKE!

Rolled 3 2 BALL!

Rolled 1 5 STRIKE!

Rolled 5 2 BALL!

Rolled 1 4 BALL!

Rolled 1 5 STRIKE!

Strike out!!

SCORE: 2

[ 1 ] empty [ 2 ] empty [ 3 ] Diana

Francis is at bat with 2 outs

Rolled 1 4 BALL!

Rolled 1 5 STRIKE!

Rolled 1 5 STRIKE!

Rolled 2 5 BALL!

Rolled 6 6 STRIKE!

Strike out!!

3 outs – next team!

NOTES: Comment your program to explain your steps. Each program should compile without errors and

should run to produce outputs described for each exercise. The following points will be discounted if

the related element is missing or incorrect:

• Output formatting monetary amounts (dollar sign and 2 places after the decimal point) [2

points each]

• Proper names for classes, variables, and methods [1 point each]

• No Comments [5 points]

• Program doesn’t compile [5 points for each minor error up to 5 errors provided that after

fixing the errors the program compiles. If the program does not compiler after the 5 errors

are fixed, partial credit will be given not to exceed 50 points]

• Source code (java file) missing [ 15 points]

• Executable (class file) missing [15 points]

• Both java file and class file missing [100 points]

• Missing method where required [5 points each]

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