lukegriffiths110
asked on
explain hangman game lingo 2
This lingo is for a hangman game, there are 6 stages of hanging each has its own image. A text file holding the words and the letters a-z. Can anyone explain thanks. i'm goin to post this question twice as i feel its worth more than 500 points.
"lingo below added to the letters"
property myLetter, spriteNum, used
global gHangmanWord
on beginSprite me
used = 0
myLetter = sprite(spriteNum).member.n ame.char[1 ]
end
on mouseEnter me
if used = 0 then
sprite(spriteNum).member = member(myLetter & "-red")
end if
end
on mouseLeave me
if used = 0 then
sprite(spriteNum).member = member(myLetter & "-nor")
else
sprite(spriteNum).member = member(myLetter & "-used")
end if
end
on mouseUp me
if used = 0 then
used = true
if gHangmanWord contains myLetter then
sendAllSprites(#showLetter , myLetter)
returnList = []
sendAllSprites(#checkWin, returnList)
if returnList.getOne(0) = 0 then
go "hangmanwin"
end if
else
sendAllSprites(#hangMe)
sendAllSprites(#checkLoss)
end if
sprite(spriteNum).member = member(myLetter & "-used")
end if
end
"code added to the image of the hanging base"
property spriteNum, hangWrong
global gHangmanWord
on hangMe me
hangWrong = hangWrong + 1
sprite(spriteNum).member = "JAY" & hangWrong
end
on beginSprite me
hangWrong = 0
sprite(spriteNum).member = "JAY" & hangWrong
end
on checkLoss me
if hangWrong >= 6 then
sendAllSprites(#showLoss)
go "hangmanLoss"
end if
end
"added to dots that represent the number of letters"
property spriteNum, myLetter, showing
on showLetter me, whatLetter
if myLetter = whatLetter then
showing = true
sprite(spriteNum).member = member(myLetter)
end if
end
on checkWin me, winList
winList.add(showing)
end
on assignLetter me, letterList
sprite(spriteNum).member = member("dash")
if letterList.count > 0 then
myLetter = letterList[1]
deleteAt(letterList, 1)
showing = 0
sprite(spriteNum).blend = 100
else
showing = 1
myLetter = "empty"
sprite(spriteNum).member = member("empty")
end if
end
on beginSprite me
sprite(spriteNum).blend = 0
end
on showLoss me
sprite(spriteNum).member = member(myLetter)
end
"added to lingo script channel"
global gHangmanWord
on exitFrame me
gHangmanWord = getHangmanWord()
letterList = []
repeat with x = 1 to gHangmanWord.char.count
letterList.add(gHangmanWor d.char[x])
end repeat
sendAllSprites(#assignLett er, letterList)
end
on getHangmanWord
pickText = member("hangmanWords").tex t
howManyLines = pickText.line.count
repeat with x = howManyLines down to 1
if pickText.line[x] = "" then delete pickText.line[x]
end repeat
thisOne = random(howManyLines)
return pickText.line[thisOne]
end
"lingo below added to the letters"
property myLetter, spriteNum, used
global gHangmanWord
on beginSprite me
used = 0
myLetter = sprite(spriteNum).member.n
end
on mouseEnter me
if used = 0 then
sprite(spriteNum).member = member(myLetter & "-red")
end if
end
on mouseLeave me
if used = 0 then
sprite(spriteNum).member = member(myLetter & "-nor")
else
sprite(spriteNum).member = member(myLetter & "-used")
end if
end
on mouseUp me
if used = 0 then
used = true
if gHangmanWord contains myLetter then
sendAllSprites(#showLetter
returnList = []
sendAllSprites(#checkWin, returnList)
if returnList.getOne(0) = 0 then
go "hangmanwin"
end if
else
sendAllSprites(#hangMe)
sendAllSprites(#checkLoss)
end if
sprite(spriteNum).member = member(myLetter & "-used")
end if
end
"code added to the image of the hanging base"
property spriteNum, hangWrong
global gHangmanWord
on hangMe me
hangWrong = hangWrong + 1
sprite(spriteNum).member = "JAY" & hangWrong
end
on beginSprite me
hangWrong = 0
sprite(spriteNum).member = "JAY" & hangWrong
end
on checkLoss me
if hangWrong >= 6 then
sendAllSprites(#showLoss)
go "hangmanLoss"
end if
end
"added to dots that represent the number of letters"
property spriteNum, myLetter, showing
on showLetter me, whatLetter
if myLetter = whatLetter then
showing = true
sprite(spriteNum).member = member(myLetter)
end if
end
on checkWin me, winList
winList.add(showing)
end
on assignLetter me, letterList
sprite(spriteNum).member = member("dash")
if letterList.count > 0 then
myLetter = letterList[1]
deleteAt(letterList, 1)
showing = 0
sprite(spriteNum).blend = 100
else
showing = 1
myLetter = "empty"
sprite(spriteNum).member = member("empty")
end if
end
on beginSprite me
sprite(spriteNum).blend = 0
end
on showLoss me
sprite(spriteNum).member = member(myLetter)
end
"added to lingo script channel"
global gHangmanWord
on exitFrame me
gHangmanWord = getHangmanWord()
letterList = []
repeat with x = 1 to gHangmanWord.char.count
letterList.add(gHangmanWor
end repeat
sendAllSprites(#assignLett
end
on getHangmanWord
pickText = member("hangmanWords").tex
howManyLines = pickText.line.count
repeat with x = howManyLines down to 1
if pickText.line[x] = "" then delete pickText.line[x]
end repeat
thisOne = random(howManyLines)
return pickText.line[thisOne]
end
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