Program 3 - Happy / Wild Implementation Plan Preliminaries - this will be repeated for every program. Create a new Java Project (named Program3 or similar). Create a new class (named HappyWild) inside the src folder (or, to be more precise, inside the 'default package' inside the src folder). Copy the skeleton and paste into your HappyWild class overwriting everything that is there. 0. Cut and paste your wild face code into this program. Run your program. You should see the wild face from Program 2. As with Program 2, your Program 3 will have a single method, init, and a single method, paint. Copy and paste the 'canvas.draw...' commands from Program 2 into the 'paint' method of Program 3. 1. Print (in the console window) the prompt for the user. We did this in Program 1. This part of Program 1 is the logic model for the code you need in this assignment. A logic model will usually need to be modified for the current programming assignment. Run your program. You should see Are you feeling happy or wild? in the console window. 2. Read the users response. We did this in Program 1. However, now you need to read a String rather than an integer. Run your program. How do you know you correctly read in the response? Alway print out any input immediately after you have read it. This is called "echoing the input" and is an important and simple check that the input has been correctly read by your program. Your code will look something like String answer = keyboard....... you fill in the rest of this line System.out.println(answer); Next, we break big problems down into small ones in two ways: 1. Linear - a sequence of steps that solves the problem 2. Layers - solve a simpler version of the problem then modify it to solve the actual problem. 3) For this program, the next step is to draw just a Happy face. Don't worry about the Wild face. It will be the next step in our sequence. How do we hand the capitalization? Hmmmm. Don't know. For the time being, we skip this detail (layers). We will print a Happy face only if the user enters "happy" (no capitalization). How do we do this? Well, I've never written Java before. How would I tell the PB&J robot to do this? if user enters "happy" then draw the Happy Face Chapter 3 of our textbook has several examples like this. I can find a logic model there. Run your program. What is its correct behavior? a) When you enter "happy", you get the Happy Face. b) If you enter anything else, you get nothing in the Applet window. 4) Now add the drawing of the Wild Face. 5) Lastly, handle the capitalization of the input from the user. Note that by layering, completing step 4 solves a simpler version of the problem posed in Program 3. If we don't get finished with this final step, we will still get substantial partial credit for this assignment