Objective: Work with classes as reusable code and random numbers. Instructions: A slot machine is a 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 that the slot machine dispenses back to the user. Create a Java program 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 wishes to enter into the slot machine. 2. Instead of displaying images, have the program display the name of the image. The program must randomly select a word from the following list: Cherries, Oranges, Plums, Bells, Melons, Bars To select a word, the program can generate a random number in the range of 0 to 5. If the number is 0, the selected word is Cherries, if the number is 1, then the selected word is Oranges, and so forth. The program should randomly select a word from the list 3 times and display all 3 of the words. 3. If none of the randomly selected words match, the program informs the user that he or she has won $0. If 2 of the words match, the program informs the user of the amount (2 times the amount entered) that he or she has won. If 3 of the words match, the program informs the user of the amount (3 times the amount entered) that he or she has won. 4. The program asks if the user wants to play again. If so, these steps are repeated. If not, the program displays the total amount of money entered into the slot machine and the total amount won. You should create a main (driver) class and name it Slot.java. Additionally, you should create a programmer-defined class named Machine.java. The simulation of the slot machine (steps 2 through 3) should be coded in the Machine class. Step 4 should be coded in the main class named Slot.java. You may code step 1 in either Slot.java or Machine.java depending on the way you design the program.