question 1  JustBasic allows you to use file from your computer to load into your program.  Use some specific examples to explai

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 2

Modify the Tic-tac-toe program Below

1. 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 variables

global currentPlayer$, noMoves

global a1$, a2$, a3$, b1$, b2$, b3$, c1$, c2$, c3$

currentPlayer$ = "X"  'Player X always starts off each game

call ManageGamePlay 'Call the subroutine responsible for managing game play

wait  'Pause the application and wait for the player's instruction

'This subroutine displays the game board and controls interaction with the

'player

sub 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

  wait

end sub

'This subroutine processes player moves, deciding when moves are

'valid and invalid and assigning game board squares accordingly

sub 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 SwitchPlayerTurn

end sub

'This subroutine is responsible for switching between Player X and

'Player O's turns

sub 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 if

end sub

'This subroutine is called at the end of each player's turn and is

'responsible for determining if the game is over

sub 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 if

end sub

'This subroutine resets the game board and global variables in order to

'ready the game for a new round of play

sub 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 player

end sub

'This subroutine is called when the player closes the #play window

'and is responsible for ending the game

sub 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 if

end sub

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