在此《 Hangman游戏》中添加功能

时间:2019-03-27 16:38:18

标签: macos applescript

我有一个子手游戏,添加功能时遇到麻烦。如果要猜整个单词,我要显示它,它会显示“您猜单词!!”,但是我似乎找不到放置它的位置。这是代码 hang子手的init()

脚本子手     属性stdin:缺少值     属性标准输出:缺少值     属性字典:缺失值

on init()
    --starting up the game
    set stdin to parent's hangmanStdin's alloc()'s init()
    set stdout to parent's hangmanStdout's alloc()'s init()
    set dict to parent's hangmanDictionary's alloc()'s init()
    my mainLoop()
end init

on mainLoop()
    repeat --endless
        set option to stdin's getOptions("Lobby", "What would you like to do?", {"New Game", "Quit"})
        if option is "New Game" then
            set difficulty to stdin's getOptions("New Game", "Choose your difficulty", {"Normal", "Easy", "Hard"})
            --replace this line with an automatic word generator
            set x to parent's hangmanGame's alloc()'s initWithWordAndDifficulty(dict's getWord(), difficulty)

            if x's startgame() is false then
                return
            else
                stdout's printf("You've scored " & x's score & " points.")
            end if
            --game is over so clear it
            set x to missing value
        else
            exit repeat
        end if
    end repeat
end mainLoop

on shouldTerminate()
    return true
end shouldTerminate


on alloc()
    copy me to x
    return x
end alloc

结束脚本

脚本hangmanGame     财产父母:子手

property wordToGuess : missing value
property maxFaults : missing value
property usedChars : missing value
property faults : missing value
property score : 0

on initWithWordAndDifficulty(theWord, theDifficulty)
    if theDifficulty = "Hard" then
        set my maxFaults to 5
    else if theDifficulty = "Normal" then
        set my maxFaults to 8
    else --easy or any other value will be handled as easy
        set my maxFaults to 10
    end if
    set my wordToGuess to theWord
    set my usedChars to {}
    set my faults to 0
    set my score to 0
    return me
end initWithWordAndDifficulty

on startgame()
    repeat --endless
        set __prompt to "Faults Left: " & maxFaults - faults & return & "The Word: " & my makeHiddenField()
        set c to parent's stdin's getChar(__prompt)
        if c = false then
            return false
        end if
        --first check if getChar did give us any result
        if length of c is not 0 then
            --check if teh character is valid
            if c is in "abcdefghijklmnopqrstuvwxyz" then
                --check if we already checked this before
                if c is not in my usedChars then
                    set end of my usedChars to c
                    --check if player guessed wrong character
                    if c is not in wordToGuess then
                        set faults to faults + 1
                    end if
                end if
            end if
        end if
        --check if player guessed all characters of word
        if my wordGuessed() then
            set my score to ((25 * (26 / (length of my usedChars))) as integer)
            return true
        end if
        --check if player reached the max faults he's allowed to make
        if my faults = my maxFaults then
            display dialog "The word was " & quoted form of wordToGuess
            return 0
        end if
    end repeat
end startgame

on wordGuessed()
    repeat with aChar in every text item of my wordToGuess
        if aChar is not in my usedChars then
            return false
        end if
    end repeat
    return true
end wordGuessed

on makeHiddenField()
    set characterArray to {}
    repeat with aChar in every text item of my wordToGuess
        if aChar is in my usedChars then
            set end of characterArray to aChar as string
        else
            set end of characterArray to "_"
        end if
    end repeat
    set AppleScript's text item delimiters to space
    set hiddenField to characterArray as string
    set AppleScript's text item delimiters to ""
    return hiddenField
end makeHiddenField

结束脚本

脚本hangman     财产父母:子手     属性wordPlayed:缺少值     属性allWords:缺少值

on init()
    set wordsPlayed to {}
    --try to get more words from a file for example
    set allWords to {"Hangman", "Police", "Officer", "Desktop", "Pencil", "Window", "Language", "Wealthy", "Trauma", "Spell", "Rival", "Tactical", "Thin", "Salty", "Bluish", "Falcon", "Distilery", "Ballistics", "Fumbling", "Limitless", "South", "Humble", "Foreign", "Affliction", "Retreat", "Agreeable", "Poisoner", "Flirt", "Fearsome", "Deepwater", "Bottom", "Twisted", "Morsel", "Filament", "Winter", "Contempt", "Drimys", "Grease", "Awesome", "Compulsive", "Crayon", "Prayer", "Blonde", "Backbone", "Dreamland", "Ballet", "Continuous", "Aerobatic", "Hideous", "Harmonic", "Lottery", "Encrypt", "Cable", "Aluminium", "Hunter", "National", "Hunter", "Mechanical", "Deadbeat", "Opposition", "Threat", "Decadent", "Gazelle", "Guild", "Authoritive", "Deliverance", "Severe", "Jerid", "Alarm", "Monochrome", "Cyanide", "External", "Potential", "Section", "Innocent", "Drifting", "Amnesia", "Domino", "Flimsy", "Flamethrowing", "Advocate", "Hirsute", "Brother", "Ephemeral", "Brutal", "Decade", "Drauma", "Dilemma", "Exquisite", "Glimmer", "Fugitive", "Digital", "Associate", "Ambivalent", "Ambulatory", "Apology", "Brawler", "Molecular", "Insurance", "Contractual", "Initial", "Calibration", "Heretical", "Disclosure", "Guerilla", "Dismember", "Minimal", "Altercation", "Eastern", "Integrate", "Femur", "Metallic", "Ambition", "Auxiliary", "Esoteric", "Converse", "Accepting", "Juvenile", "Efficacious", "Complex", "Imperil", "Division", "Onerous", "Astonish", "Scandalous", "Quaint", "Dominate", "Contrary", "Conspiracy", "Earthquake", "Embarrassment", "Exclude", "Ambiguous", "Captivate", "Compliance", "Migration", "Embryo", "Abandon", "Conservation", "Appreciate", "Applaud", "Pension", "Voyage", "Influence", "Consensus", "Incapable", "Economy", "Parameter", "Contrast", "Sensitive", "Meadow", "Chimney", "Familiar", "Serious", "Credibility", "Infrastructure", "Museum", "Relinquish", "Merit", "Coalition", "Retirement", "Transaction", "Official", "Composer", "Magnitude", "Committee", "Privilege", "Diamond", "Obligation", "Transition", "Jockey", "Reinforce", "Conflict", "Offensive", "Detective", "Effective", "Detector", "Abhorrent", "Fragile", "Feigned", "Addition", "Jealous", "Irritating", "Grotesque", "Hesitant", "Adaptable", "Highfalutin", "Defiant", "Ceaseless", "Aquatic", "Voracious", "Separate", "Phobic", "Scientific", "Cluttered", "Intelligent", "Garrulous", "Rhetorical", "Obtainable", "Bawdy", "Outstanding", "Synonymous", "Gleaming", "Ambitious", "Agonizing", "Fallacious", "Lamister", "Fugitive", "Individualism", "Archaic", "Paramount", "Pannose", "Pretermit", "Retorse", "Versability", "Demonomancy", "Vagile", "Reflation", "Foliate", "Guignol", "Agacerie", "Theopneustic", "Glumiferous", "Optative", "Scrivello", "Unifarious", "Ordonnance", "Dithyrambic", "Locative", "Locomotive", "Mirabilia", "Keyline", "Mellification", "Theomicrist", "Ireless", "Commonition", "Dragoon", "Webster", "Utinam", "Obumbrate", "Inceptive"}
    return me
end init

on getWord()
    set randomNr to (random number from 1 to (length of (my allWords))) as integer
    --you could do somethinh here when a word is used again
    return item randomNr of my allWords as string
end getWord

结束脚本

脚本hangmanStdin     财产父母:子手

on init()
    return me
end init

on getChar(__prompt)
    set x to display dialog __prompt buttons {"Go", "Quit"} default button "Go" default answer ""
    if button returned of x = "Quit" then
        return false
    end if

    if length of x's text returned = 0 then
        return ""
    end if

    return character 1 of x's text returned
end getChar

on getOptions(__title, __message, __options)
    return button returned of (display alert __title message __message buttons __options default button 1)
end getOptions

结束脚本

脚本hangmanStdout     财产父母:子手

on init()
    return me
end init

on printf(__message)
    display dialog __message buttons {"OK"} default button 1
end printf

结束脚本

1 个答案:

答案 0 :(得分:0)

这类似于your other topic,您只需要遵循脚本的流程即可。

hangmanGame脚本的startGame()处理程序中,您正在使用wordGuessed()处理程序来确定单词是否被猜中,因此对话框可以转到获得该结果的位置,例如:

if my wordGuessed() then
  display dialog "You guessed the word!!!"
  set my score to ((25 * (26 / (length of my usedChars))) as integer)
  return true
end if