EBK BUILDING JAVA PROGRAMS
EBK BUILDING JAVA PROGRAMS
4th Edition
ISBN: 9780134323718
Author: Stepp
Publisher: PEARSON CUSTOM PUB.(CONSIGNMENT)
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Chapter 5, Problem 2PP
Program Plan Intro

Reverse Hangman game

Program plan:

  • Include the required header files.
  • Define the “ReverseHangman” class
    • Declare the string variable and set the value
    • Define the “randChar ()” method
      • Declare the “rand” variable and generate the random letter.
      • Declare the “guess” variable and set the letter
      • Append the two substrings
      • Return the guessed letter.
    • Define the main method.
      • Declare an object for “Scanner” class.
      • Get the number of letters from the user.
      • Declare the required variables and set the values.
      • Iterate “i” until it reaches 6
        • Display the correct guessed out of number of letters in the word.
        • Display the random letter
        • Get the user response whether the letter is correct or not.
        • If the user enters “y”, then
          • Decrement the “i” value
          • Increment the “correct” value
        • If the “correct” is equal to “n”, then display the computer win message.
        • Otherwise, display the computer lost message.

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EBK BUILDING JAVA PROGRAMS

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