question 1 JustBasic allows you to use file from your computer to load into your program. Use some specific examples to explain the advantages of importing files from your computer into your program. question 2Modify the Tic-tac-toe programBelow1. Modify the Tic-tac-toe program to add two little windows on each side of the “Start Game” button: On the left, first window will say “Player X Turn” only when Player X needs to play and second window will say “Wins” to keep count of payer X wins. On the right-hand side of the “Start Game” button, do the same for “Player O”. ‘ *************************************************************************‘‘ Script Name: TicTacToe.bas (The Tic Tac Toe Game)‘ Version: 1.0‘ Author: Jerry Lee Ford, Jr.‘ Date: March 1, 2007‘‘ Description: This game is a Just BASIC implementation of the classic‘ children’s Tic Tac Toe game. This game pits two players‘ against one another to see who can line up three‘ consecutive characters in a row.‘‘ *************************************************************************nomainwin ‘Suppress the display of the default text window‘Assign default values to global variablesglobal currentPlayer$, noMovesglobal a1$, a2$, a3$, b1$, b2$, b3$, c1$, c2$, c3$currentPlayer$ = “X” ‘Player X always starts off each gamecall ManageGamePlay ‘Call the subroutine responsible for managing game playwait ‘Pause the application and wait for the player’s instruction‘This subroutine displays the game board and controls interaction with the‘playersub ManageGamePlay WindowWidth = 400 ‘Set the width of the window to 500 pixels WindowHeight = 500 ‘Set the height of the window to 500 pixels loadbmp “_”, “C:images_.bmp” ‘Load the specified bitmap ‘file into memory loadbmp “O”, “C:imageso.bmp” ‘Load the specified bitmap ‘file into memory loadbmp “X”, “C:imagesx.bmp” ‘Load the specified bitmap ‘file into memory ‘Define the format of statictext controls displayed on the window statictext #play.statictext1, “T I C T A C T O E”, 45, 20, 440, 30 statictext #play.statictext2, “Copyright 2007”, 265, 55, 80, 20 ‘Add nine bmpbutton controls representing the game board to the window ‘First column bmpbutton #play.a1, “C:images_.bmp”, ProcessMove, UL, 45, 90 bmpbutton #play.a2, “C:images_.bmp”, ProcessMove, UL, 150, 90 bmpbutton #play.a3, “C:images_.bmp”, ProcessMove, UL, 255, 90 ‘Second column bmpbutton #play.b1, “C:images_.bmp”, ProcessMove, UL, 45, 194 bmpbutton #play.b2, “C:images_.bmp”, ProcessMove, UL, 150, 194 bmpbutton #play.b3, “C:images_.bmp”, ProcessMove, UL, 255, 194 ‘Third column bmpbutton #play.c1, “C:images_.bmp”, ProcessMove, UL, 45, 298 bmpbutton #play.c2, “C:images_.bmp”, ProcessMove, UL, 150, 298 bmpbutton #play.c3, “C:images_.bmp”, ProcessMove, UL, 255, 298 ‘Add the game’s button control to the window button #play.button1 “Start New Game”, ResetGameBoard, UL, _ 147, 420, 100, 30 ‘Open the window with no frame and a handle of #play open “Tic Tac Toe” for window_nf as #play ‘Set up the trapclose event for the window print #play, “trapclose ClosePlay” ‘Set the font type, size and attributes print #play.statictext1, “!font Arial 24 bold” print #play.button1, “!setfocus”; ‘Set focus to the button control ‘Pause the application and wait for the player’s instruction waitend sub‘This subroutine processes player moves, deciding when moves are‘valid and invalid and assigning game board squares accordinglysub ProcessMove handle$ ‘Set up a select case code block to process player moves select case handle$ case “#play.a1” ‘The player selects the 1st square on the 1st row if a1$ = “” then ‘Let the player have the square if its available a1$ = currentPlayer$ ‘Assign the square to the current player print #play.a1, “bitmap ” + currentPlayer$ ‘Display bitmap image else notice “Sorry, but this square is already assigned. Try again!” exit sub ‘There is no need to keep going so exit the subroutine end if case “#play.a2” ‘The player selects the 2nd square on the 1st row if a2$ = “” then ‘Let the player have the square if its available a2$ = currentPlayer$ ‘Assign the square to the current player print #play.a2, “bitmap ” + currentPlayer$ ‘Display bitmap image else notice “Sorry, but this square is already assigned. Try again!” exit sub ‘There is no need to keep going so exit the subroutine end if case “#play.a3” ‘The player selects the 3rd square on the 1st row if a3$ = “” then ‘Let the player have the square if its available a3$ = currentPlayer$ ‘Assign the square to the current player print #play.a3, “bitmap ” + currentPlayer$ ‘Display bitmap image else notice “Sorry, but this square is already assigned. Try again!” exit sub ‘There is no need to keep going so exit the subroutine end if case “#play.b1” ‘The player selects the 1st square on the 2nd row if b1$ = “” then ‘Let the player have the square if its available b1$ = currentPlayer$ ‘Assign the square to the current player print #play.b1, “bitmap ” + currentPlayer$ ‘Display bitmap image else notice “Sorry, but this square is already assigned. Try again!” exit sub ‘There is no need to keep going so exit the subroutine end if case “#play.b2” ‘The player selects the 2nd square on the 2nd row if b2$ = “” then ‘Let the player have the square if its available b2$ = currentPlayer$ ‘Assign the square to the current player print #play.b2, “bitmap ” + currentPlayer$ ‘Display bitmap image else notice “Sorry, but this square is already assigned. Try again!” exit sub ‘There is no need to keep going so exit the subroutine end if case “#play.b3” ‘The player selects the 3rd square on the 2nd row if b3$ = “” then ‘Let the player have the square if its available b3$ = currentPlayer$ ‘Assign the square to the current player print #play.b3, “bitmap ” + currentPlayer$ ‘Display bitmap image else notice “Sorry, but this square is already assigned. Try again!” exit sub ‘There is no need to keep going so exit the subroutine end if case “#play.c1” ‘The player selects the 1st square on the 3rd row if c1$ = “” then ‘Let the player have the square if its available c1$ = currentPlayer$ ‘Assign the square to the current player print #play.c1, “bitmap ” + currentPlayer$ ‘Display bitmap image else notice “Sorry, but this square is already assigned. Try again!” exit sub ‘There is no need to keep going so exit the subroutine end if case “#play.c2” ‘The player selects the 2nd square on the 3rd row if c2$ = “” then ‘Let the player have the square if its available c2$ = currentPlayer$ ‘Assign the square to the current player print #play.c2, “bitmap ” + currentPlayer$ ‘Display bitmap image else notice “Sorry, but this square is already assigned. Try again!” exit sub ‘There is no need to keep going so exit the subroutine end if case “#play.c3” ‘The player selects the 3rd square on the 3rd row if c3$ = “” then ‘Let the player have the square if its available c3$ = currentPlayer$ ‘Assign the square to the current player print #play.c3, “bitmap ” + currentPlayer$ ‘Display bitmap image else notice “Sorry, but this square is already assigned. Try again!” exit sub ‘There is no need to keep going so exit the subroutine end if end select noMoves = noMoves + 1 ‘Increment the variable representing the number of ‘moves made so far in this game ‘Call the subroutine responsible for determining when the game is over call LookForEndOfGame ‘Call the subroutine responsible for controlling whose turn it is call SwitchPlayerTurnend sub‘This subroutine is responsible for switching between Player X and‘Player O’s turnssub SwitchPlayerTurn ‘If Player X just went then it is Player O’s turn if currentPlayer$ = “X” then currentPlayer$ = “O” ‘Make Player O the current player exit sub ‘There is no need to keep going so exit the subroutine end if ‘If Player O just went then it is Player X’s turn if currentPlayer$ = “O” then currentPlayer$ = “X” ‘Make Player X the current player exit sub ‘There is no need to keep going so exit the subroutine end ifend sub‘This subroutine is called at the end of each player’s turn and is‘responsible for determining if the game is oversub LookForEndOfGame ‘Look horizontally for a winner ‘Check the first column if (a1$ = currentPlayer$) and (a2$ = currentPlayer$) and _ (a3$ = currentPlayer$) then notice “Player ” + currentPlayer$ + ” has won!” exit sub ‘There is no need to keep going so exit the subroutine end if ‘Check the second column if (b1$ = currentPlayer$) and (b2$ = currentPlayer$) and _ (b3$ = currentPlayer$) then notice “Player ” + currentPlayer$ + ” has won!” exit sub ‘There is no need to keep going so exit the subroutine end if ‘Check the third column if (c1$ = currentPlayer$) and (c2$ = currentPlayer$) and _ (c3$ = currentPlayer$) then notice “Player ” + currentPlayer$ + ” has won!” exit sub ‘There is no need to keep going so exit the subroutine end if ‘Look vertically for a winner ‘Check the first row if (a1$ = currentPlayer$) and (b1$ = currentPlayer$) and _ (c1$ = currentPlayer$) then notice “Player ” + currentPlayer$ + ” has won!” exit sub ‘There is no need to keep going so exit the subroutine end if ‘Check the second row if (a2$ = currentPlayer$) and (b2$ = currentPlayer$) and _ (c2$ = currentPlayer$) then notice “Player ” + currentPlayer$ + ” has won!” exit sub ‘There is no need to keep going so exit the subroutine end if ‘Check the third row if (a3$ = currentPlayer$) and (b3$ = currentPlayer$) and _ (c3$ = currentPlayer$) then notice “Player ” + currentPlayer$ + ” has won!” exit sub ‘There is no need to keep going so exit the subroutine end if ‘Look diagonally for a winner ‘Check from the top-left corner down to the lower-right corner if (a1$ = currentPlayer$) and (b2$ = currentPlayer$) and _ (c3$ = currentPlayer$) then notice “Player ” + currentPlayer$ + ” has won!” exit sub ‘There is no need to keep going so exit the subroutine end if ‘Check from the top-right corner down to the lower-left corner if (a3$ = currentPlayer$) and (b2$ = currentPlayer$) and _ (c1$ = currentPlayer$) then notice “Player ” + currentPlayer$ + ” has won!” exit sub ‘There is no need to keep going so exit the subroutine end if ‘If neither player has won and all squares have been chosen the game ‘ends in a tie if noMoves = 9 then notice “Tie. There was no winner this time!” end ifend sub‘This subroutine resets the game board and global variables in order to‘ready the game for a new round of playsub ResetGameBoard handle$ ‘Display a blank bitmap image in each game board square print #play.a1, “bitmap _” print #play.a2, “bitmap _” print #play.a3, “bitmap _” print #play.b1, “bitmap _” print #play.b2, “bitmap _” print #play.b3, “bitmap _” print #play.c1, “bitmap _” print #play.c2, “bitmap _” print #play.c3, “bitmap _” ‘Clear out any game board square assignments a1$ = “” a2$ = “” a3$ = “” b1$ = “” b2$ = “” b3$ = “” c1$ = “” c2$ = “” c3$ = “” noMoves = 0 ‘Reset the variable used to keep track of the total number ‘of moves made per game to zero currentPlayer$ = “X” ‘Set Player X as the current playerend sub‘This subroutine is called when the player closes the #play window‘and is responsible for ending the gamesub ClosePlay handle$ ‘Get confirmation before terminating program execution confirm “Are you sure you want quit?”; answer$ if answer$ = “yes” then ‘The player clicked on Yes close #play ‘Close the #play window end ‘Terminate the game end ifend sub
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