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Starting out with Java: From control structures through objects
Chapter 6
Programming Challenges
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18. Fishing Game Simulation
For this assignment, you will write a program that simulates a fishing game. In this game, a six-sided die is rolled to determine what the user has caught. Each possible item is worth a certain number of fishing points. The points will remain hidden until the user is finished fishing, and then a message is displayed congratulating the user, depending on the number of fishing points gained. 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.
Gaddis, Tony (2015-05-29). Starting Out with Java: From Control Structures through Objects (Page 403). Pearson Education. Kindle Edition.
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