Building Java Programs: A Back to Basics Approach (4th Edition)
Building Java Programs: A Back to Basics Approach (4th Edition)
4th Edition
ISBN: 9780134322766
Author: Stuart Reges, Marty Stepp
Publisher: PEARSON
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Chapter 5, Problem 5PP
Program Plan Intro

Rock, Paper, and Scissor game

Program plan:

  • Include the required header files.
  • Define the “Rock_Paper_Scissor” class
    • Declare the string variable and set the value
    • Create an object for “Random” class
    • Define the main method.
      • Declare an object for “Scanner” class.
      • Declare the required variables.
      • Call the “user” method for getting the input value from the user.
      • Call the “computer” method
      • Call the “score” method with the arguments.
      • Call the “conclusion” method
    • Define the “user” method.
      • Declare the required variables.
      • Get the weapon from the user.
      • Convert the input letter into lowercase letter.
      • The “switch-case” loop is used to set the value for rock as 0, paper as 1 and scissor as 2.
      • Return the value.
    • Define the “computer” method
      • Declare the variable and generate a random weapon
      • Display the choice of the computer.
      • Return the “move” value
    • Define the “score” method
      • If the user and computer chooses the same weapon, then display tie message.
      • If the user choose rock and computer choose scissor, then display user break the scissor message.
      • If the user choose rock and computer choose paper, then display computer cover the user rock message.
      • If the user choose paper and computer choose scissor, then display computer cut the paper message.
      • If the user choose paper and computer choose rock, then display user cover the rock message.
      • If the user choose scissor and computer choose rock, then display computer break the scissor message.
      • Otherwise, display user cut the paper message.
    • Define the “conclusion” method.
      • Declare the variable
      • Get the user response whether he wants to continue or not.
      • If the user enters “y”, then return true.
      • Otherwise, return false.

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Chapter 5 Solutions

Building Java Programs: A Back to Basics Approach (4th Edition)

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