
Concept explainers
Fishing Came Simulation
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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 end 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
• 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 number of points.
• You, the program designer, get to decide what fish or object each number will represent and how many points is associated with each “catch”.
• The loop keeps a running total of the user’s fishing points.
• When the loop is exited, the total number of fishing points is displayed, along with a message that varies depending on the number of points earned.

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