You will be developing a simple guessing game called Find the Hurkle. The Hurkle is an imaginary creature that hides somewhere in a two-dimensional 9x9 integer game-space. Each time the game is run the program places the Hurkle at a random position in the game-space (a row and column pair) and the player has a maximum of five (5) guesses to guess the Hurkle s location. The Hurkle does not move during the game. If the player finds the Hurkle, the program reports the success and ends. If the player does not find the Hurkle the program gives a hint about what direction to the player move to find the Hurkle. The hint must be correct and the optimal direction -- the program doesn't lie or mislead the player! There are eight possible hints: north, northeast, east, southeast, south, southwest, west, and northwest. The program must detect guesses that are not in the game-space and re-prompt until a valid value is given (invalid guesses don't count as one of the five).
When the program starts, and after each turn, a map of the
game-space is displayed, showing rows and columns.
1 2 3
4 5 6 7
8 9
A . . .
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B . . .
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C . . .
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D . . .
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E . . .
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F . . .
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G . . .
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H . . .
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I . . .
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Turns: 0
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