You are to implement five classes. The behavior of each class is described below.

Class getChar getMove
Bird B Randomly selects one of the four directions each time
Frog F Picks a random direction, moves 3 in that direction, repeat (same as bird, but staying in a single direction longer)
Mouse M West 1, north 1, repeat (zig zag to the NW)
Turtle T South 5, west 5, north 5, east 5, repeat (clockwise box)
Wolf W Randomly selects above class and copies their move
For the random moves, each possible choice must be equally likely. You may use either a Random object or the Math.random() method to obtain pseudorandom values.

The first four of these classes won’t use the CritterInfo object that is passed to getMove. This object is provided in case you want to do something with this information in defining your Wolf class. See the description of CritterInfo later in the writeup.

The critter world is divided into cells that have integer coordinates, much like the pixels in a DrawingPanel. There are 100 cells across and 50 cells up and down. As with the DrawingPanel, the upper-left cell has coordinates (0, 0), increasing x values move you right and increasing y values move you down.

Notice that the Critter class defines five constants for the various directions. You can refer to these using the name of the interface (Critter.NORTH, Critter.SOUTH, etc) or you can refer to them directly (NORTH, SOUTH, etc) because you are implementing the interface. Your code should not depend upon the specific values assigned to these constants, although you may assume they will always be of type int. You will lose style points if you fail to use the named constants when appropriate. As noted above, your critter can stay in its current location by indicating that the direction it wants to move is CENTER.

Here is a possible implementation of the five classes:

```java
import java.util.Random;

public interface Critter {
int NORTH = 0;
int SOUTH = 1;
int WEST = 2;
int EAST = 3;
int CENTER = 4;

int getChar();
int getMove();
}

class Bird implements Critter {
public int getChar() {
return 'B';
}

public int getMove() {
Random rand = new Random();
return rand.nextInt(4);
}
}

class Frog implements Critter {
private int direction;
private int moveCount;

public Frog() {
direction = Critter.CENTER;
moveCount = 0;
}

public int getChar() {
return 'F';
}

public int getMove() {
Random rand = new Random();

if (moveCount == 0 || moveCount % 3 == 0) {
direction = rand.nextInt(4);
}

moveCount++;

return direction;
}
}

class Mouse implements Critter {
private int moveCount;

public Mouse() {
moveCount = 0;
}

public int getChar() {
return 'M';
}

public int getMove() {
moveCount++;

if (moveCount % 2 == 1) {
return Critter.WEST;
} else {
return Critter.NORTH;
}
}
}

class Turtle implements Critter {
private int moveCount;

public Turtle() {
moveCount = 0;
}

public int getChar() {
return 'T';
}

public int getMove() {
moveCount++;

if (moveCount % 20 <= 5) {
return Critter.SOUTH;
} else if (moveCount % 20 <= 10) {
return Critter.WEST;
} else if (moveCount % 20 <= 15) {
return Critter.NORTH;
} else {
return Critter.EAST;
}
}
}

class Wolf implements Critter {
private Critter critter;

public Wolf(Critter critter) {
this.critter = critter;
}

public int getChar() {
return 'W';
}

public int getMove() {
return critter.getMove();
}
}
```

Please note that this implementation assumes the existence of a `CritterInfo` interface and class to provide information about the critter's surroundings. The `CritterInfo` interface should contain methods such as `int getWidth()`, `int getHeight()`, `boolean hasNeighbor(int x, int y)`, etc. The implementation of `CritterInfo` is left out as it is not specified in the problem description.