У меня игра палач, и у меня возникают проблемы с добавлением функции.Я хочу сделать это, если все слово угадано, на нем будет отображаться «Вы угадали слово !!!», но я не могу найти место, чтобы поставить его.Это код инициализации hangman ()
свойство сценария hangman stdin: свойство отсутствующего значения stdout: свойство отсутствующего значения dict: отсутствующее значение
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
end script
script hangmanGameродительское свойство: hangman
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
конечный сценарий
сценарий свойство hangmanDictionary родительского объекта: свойство hangman wordsPlayed: свойство отсутствующего значения allWords: отсутствующее значение
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
конечный сценарий
родительское свойство сценария hangmanStdin: hangman
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
конечный сценарий
родительское свойство сценария hangmanStdout: hangman
on init()
return me
end init
on printf(__message)
display dialog __message buttons {"OK"} default button 1
end printf
конечный сценарий