GUI Program Lab
EDW749 - Summer 2006

Dr. Roger Webster

Goals
- to use the Java GUI calls and objects

- to build problem solving skills using Java

Overview
For this assignment, you will write a program to
draw a checker board in a window. This program will utilize your knowledge of: loops, arrays, objects, logic, GUI programming, JPanels, JFrame, MouseAdapter, Listeners, and graphics drawing. I would use an image for the checkerboard and then make an array of Checker (Circle) objects. Each Checker object should house the color of the circle, the location by row and col, a bool that is whether or not it is in play, a bool as to whether it is a king or not. Use the getwidth() and getheight() functions to determine the exact location of each checker within the rows and cols (the game must work when the window is resized. Start with one checker and then add the others (get one checker to move around appropriately). When you MouseRelease the check that is dragged you need to check the space it wants to be moved to and whether or not it is a valid space and is there another check there. Keep in mind the jumping of checkers logic (do last).

Problem Description
 

Utilize all the code pieces that we have done in the lab write a checker playing game.

Sample Execution:

When you are done with the program, print it out and hand it in.