This exercise should be worked on during the class period on Friday, October 23. If you finish before class ends, spend the remaining class time working on Assignment 4. This is an opportunity to have time dedicated to working on your project in class; use your time wisely and productively. Feel free to work in the classroom if a classroom environment will help you focus. You do not need to be in the classroom, though, as long as you complete the exercise in a thoughtful, productive manner by the time class ends (1:35).
Return to the design/planning task from Assignment 2, which was focused on how the Player moved between rooms in the castle and particularly on how (and when) the Player is returned to the cell. Create the method stubs for all of the involved methods, annotated in the Javadoc style. If you had no plan for Assignment 2, make one for this functionality so you can continue with this exercise; we do not want you to submit the plan but we do want to see that you have one in mind. If your plan has changed as you have worked on your project recently, that is ok, too – again, we only want to see that you have carefully thought through this part of the game.
After creating the annotated method stubs, generate the Javadocs for your project. It might help you if additional methods and variables are also annotated, but you do not have to have that completed for this exercise. Submit a folder with all of the generated documentation, in Brightspace by the end of the class period.