Desk Checking Snakes and Ladders Dice rolling module
Algorithm
Process
Test Data (Example)
RandomNum = (Rnd() * 5) + 1)
Select Random number
3
Case RandomNum 1 – 6
Associate random number with case
Set image 3 to dice 3
Display randomnum on label
Displays value of randomnum in label
Display randomnum
Moving onto a ladder module
Algorithm
Process
Test Data (Example)
If Player1 Score = 10 then
Check if player1 score = 10
Player 1 Score = 18
Player1 Score = 15 (Moves to square 15)
Player 1 moves to cell 15
Not executed
Display message: “Congratulations”
Displays message
Not executed
If Player1 Score = 18 then
Check if player1 score = 18
Player 1 score = 18
Player 1 Score = 23 (Moves to square
Player 1 moves to cell 23
Player 1 score = 23, moves to cell 23
Display message: “Congratulations”
Displays message
Message is displayed
If Player1 Score = 28 Then
Check If player1 score = 28
Player 1 Score = 18
Player1 Score = 48 (Moves to square 48)
Player1 moves to cell 48
Not executed
Display message: “Congratulations”
Displays message
Not executed
23)
Moving onto a snake module
Algorithm
Process
Test Data (Example)
If Player1 Score = 38 then
Check if player1 score = 38
Player 1 Score = 49
Player1 Score = 25 (Moves to square 25)
Player 1 moves to cell 25
Not executed
Display message: “Sorry”
Displays message
Not executed
If Player1 Score = 41 then
Check if player1 score = 41
Player 1 score = 49
Player 1 Score = 21 (Moves to square
Player 1 moves to cell 21
Not executed
Display message: “ Sorry ”
Displays message
Not executed
If Player1 Score = 49 Then
Check If player1 score =49
Player 1 score = 49
Player1 Score = 48 (Moves to square 49)
Player1 moves to cell 48
Player 1 score = 48, moves to cell 48
Display message: “ Sorry ”
Displays message
Message is displayed
21)
Movement of player’s module
Algorithm
Process
Test Data (Example)
Case Player 1 Score
Selects case
Player 1 score = 26
Case “x” : image of cell = imgplayer1
Finds “x” (Player 1 score) and changes image of cell to imgplayer1
Change image of cell 26 with imgplayer1
Maths Game Choosing Answer module
Num1 Value = 1 Num2 Value = 1 Code If
Else
Process
Test Data (Example)
txtAnswer = num1 + num2
Check if answer = 1 + 1
1
Display: “That’s correct”
If true: Display message
Display
Open Maths2.Form
Open next form
Open form
Close current form
Close current form
Close current form
Display: “Try again”
If answer < > 1 + 1, Display message
Not executed