Concept explainers
Fishing Game Simulation
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 they want to continue fishing.
- The program simulates the rolling of a six-sided die. (Use the die class that was demonstrated in Chapter 4.)
- 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.
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Starting Out with Java: Early Objects (6th Edition)
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Java: An Introduction to Problem Solving and Programming (8th Edition)
Digital Fundamentals (11th Edition)
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Java: An Introduction to Problem Solving and Programming (7th Edition)
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