3rd EditionMichael Sipser
5th EditionDavid A. Patterson, John L. Hennessy
8th EditionJohn Buck, William Hayt
3rd EditionCharles E. Leiserson, Clifford Stein, Ronald L. Rivest, Thomas H. Cormen
COMPUTER SCIENCE 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 not be displayed until the user has 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 he or she wants to continue fishing. - The program simulates the rolling of a six-sided die (use the Die class that was demonstrated in this chapter). - 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.