我有一个绞刑者游戏,我在添加功能时遇到了麻烦。我想让它如果整个单词被猜中,它会显示“你猜到了单词!”,但我似乎找不到一个位置来放置它。这是执行程序的代码的init()
脚本挂起属性stdin :缺少值属性stdout :缺少值属性dict :缺少值
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
脚本父属性hangmanGame : 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结束脚本
脚本hangmanDictionary属性父级: hangman属性wordsPlayed :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
脚本父属性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结束脚本
脚本父属性hangmanStdout : hangman
on init()
return me
end init
on printf(__message)
display dialog __message buttons {"OK"} default button 1
end printf结束脚本
发布于 2019-03-28 03:54:15
这类似于your other topic,您只需遵循脚本的流程。
在hangmanGame脚本的startGame()处理程序中,您将使用wordGuessed()处理程序来确定单词是否已被猜测,因此对话框可以转到您要获得结果的位置,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 ifhttps://stackoverflow.com/questions/55382344
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