Java slot machine iswinner method

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The program should randomly select a word from the list three times and display all three of the words. If the number is 0, the selected word is Cherries if the number is 1, the selected word is Oranges and so forth. To select a word, the program can generate a random number in the range of 0 through 5.Instead of displaying images, the program will randomly select a word from the following list: Cherries, Oranges, Plums, Bells, Melons, Bars.Ask the user to enter the amount of money he or she wants to enter into the slot machine.When the program runs, it should do the following: If two or more of the images match, the user wins an amount of money that the slot machine dispenses back to the user.Ĭreate a program that simulates a slot machine. The slot machine then displays a set of random images. A slot machine is a gambling device that the user inserts money into and then pulls a lever (or presses a button).

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