Create a simple guessing game, similar to Hangman, in which the user guesses letters and then attempts to guess a partially hidden phrase. Display a phrase in which some of the letters are replaced by asterisks: for example, G* T*** (for Go Team). Each time the user guesses a letter, either place the letter in the correct spot (or spots) in the phrase and display it again or tell the user the guessed letter is not in the phrase. Display a congratulatory message when the entire correct phrase has been deduced. Save the game as SecretPhrase.java. In the next chapter, you will modify this program so that instead of presenting the user with the same phrase every time the game is played, the program randomly selects the phrase from a list of phrases.   Professor's note: "HINT on Lab #4 : Be sure to check for UPPER & LOWER Case entries from the User when they enter guessed characters for your phrase."

EBK JAVA PROGRAMMING
9th Edition
ISBN:9781337671385
Author:FARRELL
Publisher:FARRELL
Chapter7: Characters, Strings, And The Stringbuilder
Section: Chapter Questions
Problem 3GZ
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Create a simple guessing game, similar to Hangman, in which the user guesses
letters and then attempts to guess a partially hidden phrase. Display a phrase in
which some of the letters are replaced by asterisks: for example, G* T*** (for Go
Team). Each time the user guesses a letter, either place the letter in the correct
spot (or spots) in the phrase and display it again or tell the user the guessed letter
is not in the phrase. Display a congratulatory message when the entire correct
phrase has been deduced. Save the game as SecretPhrase.java. In the next
chapter, you will modify this program so that instead of presenting the user with
the same phrase every time the game is played, the program randomly selects the
phrase from a list of phrases.

 

Professor's note:

"HINT on Lab #4 : Be sure to check for UPPER & LOWER Case entries from the User when they enter guessed characters for your phrase."

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