This simulates a basic dungeon escape with creature encounters. You must create a simple program that allows the player to move their character across a map and find the exit. There will be one BOSS monster trying to catch the player. When the player makes a move (step) the monster must make 1 step (preferably toward the player). The player must always start off at location row 0 column 0. The destination is at location row 18 and column 19. The monster starts at row18 column 10. This is summarized in the table below.
Control structures
Control structures are block of statements that analyze the value of variables and determine the flow of execution based on those values. When a program is running, the CPU executes the code line by line. After sometime, the program reaches the point where it has to make a decision on whether it has to go to another part of the code or repeat execution of certain part of the code. These results affect the flow of the program's code and these are called control structures.
Switch Statement
The switch statement is a key feature that is used by the programmers a lot in the world of programming and coding, as well as in information technology in general. The switch statement is a selection control mechanism that allows the variable value to change the order of the individual statements in the software execution via search.


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