the PokemonTrainer class represents a player in the battle. A PokemonTrainer has their own Pokemon and commands them to use certain Moves during the battle. A PokemonTrainter has lost when all of their Pokemon have fainted.
A PokemonTrainer has a name as well as a collection of Pokemon. A PokemonTrainer cannot have more than MAX_POKEMON Pokemon. A PokemonTrainer has zero Pokemon when it is first created.
In this challenge, your job is to write the code that sets up two PokemonTrainers for battle. Read input from the user to choose each PokemonTrainer’s name, choose the Pokemon for each trainer, and teach each Pokemon moves.
You will create the classic Snowman ( a version of Hangman) game. You will have one class named Snowman that contains the code to play one round of Snowman. It will have fields and methods like a typical class, including a method called checkGuess() that will contain code to play one game of hangman. In its main method, you will write code that creates a SnowMan object. It should keep track of the score.
In this exercise, we are going to complete the Tic Tac Toe game. In the TicTacToeTester class, use the methods that you created in the TicTacToe class to implement your own version of Tic Tac Toe.
Another class called HorseBarn consists of N numbered spaces where each space can hold at most one horse. The spaces are indexed starting from 0; the index of the last space is N - 1. No two horses in the barn have the same name. The declaration of the HorseBarn class is shown below.
Write the HorseBarn method findHorseSpace. This method returns the index of the space in which the horse with the specified name is located. If there is no horse with the specified name in the barn, the method returns -1.