Casino Simulation with two games
1. Ask the player to enter his/her name.
2. Display a personalized welcome message.
3. Ask the player to make an initial deposit, the required minimum amount is $20 and the max is $1000. Your program needs to keep track of the player’s account balance through the entire game.
4. Display a game menu containing the two games offered (Slot Machine, Blackjack) and prompt the player to choose a game he or she wants to play: 1=Slot Machine, 2= Blackjack and the amount the player would like to bet on the chosen game.
5. After a game selection is made, check the player’s account balance. If the balance is insufficient, prompt the user to deposit more money, else the game chosen by the player starts.
6. At the end of each game run, show the following messages: the player’s total deposit, the winning or losing amount and the account balance.
7. Ask the player whether he or she wishes to continue to play a game. Your program performs the tasks indicated by the player.
Slot Machine Simulation
A slot machine is a gambling device that the user inserts money into and then pulls a lever (or presses a button). The slot machine then displays a set of random images. If two or more of the images match, the user wins an amount of money that the slot machine dispenses back to the user.
Create a class that simulates a slot machine. When the program runs, it should do the following:
1. Asks the user to enter the amount of money he or she wants to enter into the slot machine.
2. Instead of displaying images, the program will randomly select a word from the following list: Cherries, Oranges, Plums, Bells, Melons, Bars.
3. To select a word, the program can generate a random number in the range of 0 through 5. If the number is 0, the selected word is Cherries; if the number is 1, the selected word is Oranges; and so forth.
4. The program should randomly select a word from this list three times and display all three of the words.
5. If none of the randomly selected words match, the program will inform the user that he or she has won $ 0.
6. If two of the words match, the program will inform the user that he or she has won two times the amount entered.
7. If three of the words match, the program will inform the user that he or she has won three times the amount entered.