Exemple #1
0
/**
*@return true if user guessed a letter correctly
*@return false if user guessed incorectly
*/
bool Hangman::guessedL(){

	guessed.push_back(guessedLetter);
	changeWord();
	if (hangManWord.find(guessedLetter) == string::npos) {
		wrongGuesses++;
		return false;
	}
	
	return true;
}
Exemple #2
0
void engine(char mysteryWord[], char *cat) 
{

    int Length = strlen(mysteryWord);
    int lifeLost = 0;
    int occurances = 0;
    int wrongCharOccurances = 0;
    char input = '\n'; // made to \n so it will be ignored in the first loop

    char HiddenWords[wordLength * 2] = "";// Initialize all to 0
    char wrongChars[11] = ""; //InitializeArray(wrongChars,11); 
    
    hideWord(Length,mysteryWord, HiddenWords);

    while (lifeLost < 10 && contains(HiddenWords, '_', Length * 2) > 0) 
    {
        printScreen(lifeLost, cat, mysteryWord, HiddenWords, wrongChars);
        scanf("\n%c", &input); // /n*c added so that new line char is ignored when enter button is pressed      
        if (lifeLost < 10 && input != '\n')
        {

            occurances = contains(mysteryWord, input, Length); // check if users guess is right
            wrongCharOccurances = contains(wrongChars,input,Length); //check if user has had the same guess before
            if(wrongCharOccurances == 0) // if user has not entered input before
            {
                if (occurances == 0) // If input is a wrong answer 
                {
                  wrongChars[lifeLost] = input;
                  lifeLost = lifeLost + 1;
                }
                 else 
                 {
                  changeWord(mysteryWord, HiddenWords, input,Length);
                 }
            }
        }


    }
    if (lifeLost == 10)
        
    {
        printScreen(lifeLost, cat, mysteryWord, HiddenWords, wrongChars);
        printf("You Lose!");
    }
    else {

        printScreen(lifeLost, cat, mysteryWord, HiddenWords, wrongChars);
        printf("You Win!\n");
    }
}
HunspellDialog::HunspellDialog(QWidget *parent, ScribusDoc *doc, StoryText *iText)
{
	setupUi( this );
	setModal( true );

	connect (ignoreOncePushButton, SIGNAL(clicked()), this, SLOT(goToNextWord()));
	connect (ignoreAllPushButton, SIGNAL(clicked()), this, SLOT(ignoreAllWords()));
	connect (changePushButton, SIGNAL(clicked()), this, SLOT(changeWord()));
	connect (changeAllPushButton, SIGNAL(clicked()), this, SLOT(changeAllWords()));
	connect (languagesComboBox, SIGNAL(currentIndexChanged(const QString &)), this, SLOT(languageComboChanged(const QString &)));

	m_doc=doc;
	m_docChanged=false;
	m_iText=iText;
	m_returnToDefaultLang=false;
	m_primaryLangIndex=0;

	m_dictionaryMap = 0;
	m_hspellerMap = 0;
	m_wfList = 0;
	m_wfListIndex = 0;
}