Fishing Game Simulation
Write a program that uses the Die class that was presented in Chapter 4 to simulate 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 they want to continue fishing.
? The program simulates the rolling of a six-sided die. (Use the
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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