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It217 week 8 | Computer Science homework help

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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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