Concept explainers
Fishing Game Simulation
For this assignment, you will write a
Here are some suggestions for the game’s design:
- Each round of the game is performed as an iteration of a loop that repeats as long as the player wants to fish for more items.
- At the beginning of each round, the program will ask the user whether or not he or she wants to continue fishing.
- The program simulates the rolling of a six-sided die (use the Die class that was shown in Code Listing 6-14).
- Each item that can be caught is represented by a number generated from the die; for example, 1 for “a huge fish”, 2 for “an old shoe”, 3 for “a little fish”, and so on.
- Each item the user catches is worth a different amount of points.
- The loop keeps a running total of the user’s fishing points.
- After the loop has finished, the total number of fishing points is displayed, along with a message that varies depending on the number of points earned.
Want to see the full answer?
Check out a sample textbook solutionChapter 6 Solutions
Starting Out with Java: From Control Structures through Objects (7th Edition) (What's New in Computer Science)
Additional Engineering Textbook Solutions
INTERNATIONAL EDITION---Engineering Mechanics: Statics, 14th edition (SI unit)
Database Concepts (8th Edition)
BASIC BIOMECHANICS
Modern Database Management
Web Development and Design Foundations with HTML5 (8th Edition)
Starting Out with Programming Logic and Design (5th Edition) (What's New in Computer Science)
- Rock Paper Scissors Game Instructions In the game Rock Paper Scissors, two players simultaneously choose one of three options: rock, paper, or scissors. If both chose the same option, then the result is a tie. However, if they choose differently, the winner is determined as follows:• Rock beats scissors, because a rock can break a pair of scissors.• Scissors beat paper, because scissors can cut the paper. • Paper beats rock, because a piece of paper can cover a rock. Create a game in which the computer randomly chooses rock, paper, or scissors. Assign the number 1, 2, or 3 to represent one of the three choices. Let the user enter a number. Then determine the winner by comparing the user input and the randomly generated choice of the computer. Additional instructions: • The Program should validate all user input.• Game should ask the user to play again and continue if yes and stop if no.• Once the user stops playing, program should print the total number of wins. Java…arrow_forwardRock Paper Scissors Game Instructions In the game Rock Paper Scissors, two players simultaneously choose one of three options: rock, paper, or scissors. If both chose the same option, then the result is a tie. However, if they choose differently, the winner is determined as follows: • Rock beats scissors, because a rock can break a pair of scissors. • Scissors beat paper, because scissors can cut the paper. • Paper beats rock, because a piece of paper can cover a rock. Create a game in which the computer randomly chooses rock, paper, or scissors. Assign the number 1, 2, or 3 to represent one of the three choices. Let the user enter a number. Then determine the winner by comparing the user input and the randomly generated choice of the computer. Additional instructions: • The Program should validate all user input. • Game should ask the user to play again and continue if yes and stop if no. • Once the user stops playing, program should print the total number of wins.arrow_forward9. Trivia Game In this programming exercise, you will create a simple trivia game for two players. The program will work like this: Starting with player 1, each player gets a turn at answering 5 trivia questions. (There should be a total of 10 questions.) When a question is displayed, 4 possible answers are also displayed. Only one of the answers is correct, and if the player selects the correct answer, he or she earns a point. After answers have been selected for all the questions, the program displays the number of points earned by each player and declares the player with the highest number of points the winner. To create this program, write a Question class to hold the data for a trivia question. The Question class should have attributes for the following data: A trivia question Possible answer 1 Possible answer 2 Possible answer 3 Possible answer 4 The number of the correct answer (1, 2, 3, or 4) The Question class also should have an appropriate _…arrow_forward
- 9. Trivia Game In this programming exercise, you will create a simple trivia game for two players. The program will work like this: Starting with player 1, each player gets a turn at answering 5 trivia questions. (There should be a total of 10 questions.) When a question is displayed, 4 possible answers are also displayed. Only one of the answers is correct, and if the player selects the correct answer, he or she earns a point. After answers have been selected for all the questions, the program displays the number of points earned by each player and declares the player with the highest number of points the winner. To create this program, write a Question class to hold the data for a trivia question. The Question class should have attributes for the following data: A trivia question Possible answer 1 Possible answer 2 Possible answer 3 Possible answer 4 The number of the correct answer (1, 2, 3, or 4) The Question class also should have an appropriate _…arrow_forwardWord Sleuth Puzzle Programarrow_forwardVBA - EXCEL Engine – optional – this indicates the solving method that needs to be used to get to a solution. 1 for the Simplex LP method, 2 for the GRG Nonlinear method, or 3 for the Evolutionary method. This corresponds to the Select a Solving Method dropdown list in the Solver Parameters dialog box EngineDesc – optional -this is an alternate way of selecting the solving method – here you would type the strings “Simplex LP”, “GRG Nonlinear” or “Evolutionary”. This also corresponds to the Select a Solving Method dropdown list in the Solver Parameters dialog box What happens when the code demonstrates: Engine:=1, EngineDesc:="GRG Nonlinear" ?arrow_forward
- Tic-Tac-Toe For this question, you will be implementing a simple Tic-Tac-Toe game without the graphics. Here is how it works: • First, it is randomly determined if the user starts the game or the computer and this information is shown to the user. The player who starts always starts as "X". • The players (computer and the user) will then take turns in playing. The computer will choose a random empty spot on its turn. The user enters its choice in the console. • Each of the empty spots have a corresponding number that the players choose on their turn. If the user enters anything other than the number of an empty spot (not yet filled with "X" or "O"), it will not be accepted, and they will be prompted to enter a correct number. 2 4 7 8 • After each turn, two things need to be done: 1) displaying the updated board 2) checking if anyone has won (it should be printed who has won – the user or the computer). The game goes on until someone wins or until all the 9 empty spots are filled and no…arrow_forwardDice Rolling Class In this problem, you will need to create a program that simulates rolling dice. To start this project, you will first need to define the properties and behaviors of a single die that can be reused multiple times in your future code. This will be done by creating a Dice class. Create a Dice class that contains the following members: Two private integer variables to store the minimum and maximum roll possible. Two constructors that initialize the data members that store the min/max possible values of rolls. a constructor with default min/max values. a constructor that takes 2 input arguments corresponding to the min and max roll values Create a roll() function that returns a random number that is uniformly distributed between the minimum and maximum possible roll values. Create a small test program that asks the user to give a minValue and maxValue for a die, construct a single object of the Dice class with the constructor that initializes the min and max…arrow_forwardMonty Hall Problem – Coding Lab In this lab, you will write a code that simulates the Monty Hall Game Show. Thegame host gives the participant the choice of selecting one of three doors. Twodoors has a goat behind them and one door has a prize. The set of choices arerandomized each round. The participant needs to select the door with the prizebehind it. When the participant selects a door, the game host reveals a door with agoat behind it. The game host opens a door (different from the one selected by theparticipant) that has a goat behind it. The participant is then given the option tochange their choice. When you run your code, the code would display a message prompting the user toinput their door choice, labelled as 1, 2, and 3. Then the code will display a doornumber (different from the one the user picked) with a goat behind it and ask theuser if they would like to change their choice. The code then displays a message onwhether the user guessed the correct door. The game then…arrow_forward
- Number of electoral votes: 200Number of popular votes: 300arrow_forwardFour in a row is a game in which players take turns adding tokens to the columns on the game board. Tokens fall to the lowest position in the chosen column that does not already have a token in it. Once one of the players has placed four of their tokens in a straight line (either vertically, horizontally, or diagonally), they win the game If the board is full and no player has won, then the game ends in a draw. TASK Using the following class descriptions, create a UML diagram and a version of Four in a row game The game must allow for a minimum of two and maximum of four players The game must allow each player to enter their name(duplicate names should not be accepted) The game should give the players the ability to choose how many rows (between four and ten), and how many columns (between four and ten) the game board should have. The code uses several classes, including "Player", "Board","Game" and exceptions for handling errors such as invalid moves and full columns.…arrow_forwardNim is a two-player game played with several piles of stones. You can use as many piles and as many stones in each pile as you want, but in order to better understand the game, we'll start off with just a few small piles of stones (see figure 1 below). Pile 1 Pile 1 Pile 2 The two players take turns removing stones from the game. On each turn, the player removing stones can only take stones from one pile, but they can remove as many stones from that pile as they want (please note, a player must remove atleast 1 stone from a pile during his/her turn). If they want, they can even remove the entire pile from the game! The winner is the player who removes the final stone (avoid taking the last stone - see figure 2 below). Pile 2 Pile 3 Pile 3 Let's say its Max (player 1) turn to play. Then Max can win by simply removing a stone from Pile 2 or Pile 3 Draw a game tree (upto depth level 2) for the given version of the Nim game. Please consider figure 1 as your initial game configuration/state…arrow_forward
- C++ for Engineers and ScientistsComputer ScienceISBN:9781133187844Author:Bronson, Gary J.Publisher:Course Technology PtrEBK JAVA PROGRAMMINGComputer ScienceISBN:9781337671385Author:FARRELLPublisher:CENGAGE LEARNING - CONSIGNMENTEBK JAVA PROGRAMMINGComputer ScienceISBN:9781305480537Author:FARRELLPublisher:CENGAGE LEARNING - CONSIGNMENT