/usr/share/amsn/plugins/games/Hangman.tcl is in amsn-data 0.98.9-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 | #############################################################################
# ::Games::Hangman #
# ======================================================================== #
# Original author: JeeBee <jonne_z REM0VEatTH1S users.sourceforge.net> #
# Contributors: #
# - Thanks to Jeroen for drawing Hangman's images. #
#############################################################################
# FIXME: Check all words in the sentence in an on-line dictionary?
# FIXME: Withdraw/resign round button?
# FIXME: Can also continue as 1-player game with random words?
# FIXME: Status bar can remain black, think when timer is cancelled
# and new one starts that can lead to odd number of times blinking.
# FIXME: Put Alphabet in language file.
# Make sure both players use the same language.
namespace eval ::Games::Hangman {
array set GameState {}
array set HangmanImg [list \
"big" "[file join $::Games::dir images Hangman.gif]" \
"small" "[file join $::Games::dir images Hangman_small.gif]" ]
# Defaults for challenges:
variable __free_letters "none"
###########################################################################
# config_array #
# ======================================================================= #
# Return variables with default values that we want to store #
###########################################################################
proc config_array {} {
}
###########################################################################
# build_config #
# ======================================================================= #
# Pack configuration items into pane. #
# Return 0 if you don't want a pane for this game. #
###########################################################################
proc build_config { pane } {
}
###########################################################################
# init_game #
# ======================================================================= #
# Ask the user about the game configuration #
# Returns string that is sent in a challenge #
###########################################################################
proc init_game { gameID mychat oppchat } {
variable GameState
set win_name [string map {"." "" ":" ""} $gameID]
return [game_configuration $win_name]
}
###########################################################################
# set_init_game #
# ======================================================================= #
# Set or change game configuration #
# This proc is also called when starting a rematch #
###########################################################################
proc set_init_game { gameID game_init mychat oppchat } {
variable GameState
set win_name [string map {"." "" ":" ""} $gameID]
set myname [::Games::getNick $mychat]
set oppname [::Games::getNick $oppchat]
# If rematching, disable all letter buttons
if {[info exists GameState($gameID,win_name)]} {
set alphabet [::Games::trans alphabet]
for {set a 0} {$a < [llength $alphabet]} {incr a} {
set l [lindex [lindex $alphabet $a] 0]
.$win_name.l$a configure -state disabled
}
}
# First time, set non-changing GameState
if {![info exists GameState($gameID,win_name)]} {
array set GameState [list \
"$gameID,my_chatid" "$mychat" \
"$gameID,my_name" "$myname" \
"$gameID,my_score" 0 \
"$gameID,opponent_chatid" "$oppchat" \
"$gameID,opponent_name" "$oppname" \
"$gameID,opponent_score" 0 \
"$gameID,round" 1 \
"$gameID,rematch_quick_move" {} \
"$gameID,processing_guess" 0 \
"$gameID,free_letters" "none" \
"$gameID,status_blink" "" \
"$gameID,win_name" "$win_name" ]
}
# Set or reset stuff that must happen each round
array set GameState [list \
"$gameID,round_started" 0 \
"$gameID,round_finished" 0 \
"$gameID,received_word" {} \
"$gameID,private_word" {} \
"$gameID,public_word" {} \
"$gameID,opp_error_letters" {} \
"$gameID,opp_errors" 0 \
"$gameID,my_errors" 0 ]
# Process game_init
foreach rec [split $game_init ","] {
foreach {key value} [split $rec "="] {
switch -exact $key {
"free_letters" { set GameState($gameID,free_letters) $value }
}
}
}
return $game_init
}
proc quit {gameID} {
variable GameState
::Games::SendQuit $gameID
destroy .$GameState($gameID,win_name)
}
# Opponent quits
proc opponent_quits {gameID chatid} {
variable GameState
set win_name $GameState($gameID,win_name)
# Test whether we already left
if {![winfo exists .$win_name]} {
return
}
# Disable letter buttons
set alphabet [::Games::trans alphabet]
for {set a 0} {$a < [llength $alphabet]} {incr a} {
set l [lindex [lindex $alphabet $a] 0]
.$win_name.l$a configure -state disabled
}
# Disable word sending
.$win_name.setword configure -state disabled
.$win_name.sendword configure -state disabled
change_status $gameID "[::Games::trans quits $GameState($gameID,opponent_name)]"
# Hide rematch button
pack forget .$win_name.status.rematch
}
proc Rematch {gameID} {
variable GameState
set win_name $GameState($gameID,win_name)
set_init_game $gameID "" "" ""
SetWord $gameID ""
set_my_image $gameID 0
SetOpponentWord $gameID "" ""
set_opp_image $gameID 0
# Reset button background colors
set alphabet [::Games::trans alphabet]
for {set a 0} {$a < [llength $alphabet]} {incr a} {
set l [lindex [lindex $alphabet $a] 0]
.$win_name.l$a configure -disabledforeground "gray"
}
# Enable word sending
.$win_name.setword configure -state normal
.$win_name.setword delete 0 end
.$win_name.sendword configure -state normal
# Reset status bar
change_status $gameID "[::Games::trans send_word_to_guess]"
# Forget Rematch button and increase round number
pack forget .$win_name.status.rematch
incr GameState($gameID,round)
.$win_name.scores configure \
-text "[::Games::trans Scores] ([::Games::trans round] $GameState($gameID,round))"
if {[string length $GameState($gameID,rematch_quick_move)] > 0} {
opponent_moves $gameID "" $GameState($gameID,rematch_quick_move)
set GameState($gameID,rematch_quick_move) {}
}
}
proc start_game {gameID} {
variable GameState
variable HangmanImg
set win_name $GameState($gameID,win_name)
# Preload Hangman images, if not yet done so
if {![info exists HangmanImg(big,0)]} {
for {set i 0} {$i <= 12} {incr i} {
foreach size {big small} {
# Loading Hangman frame $i
if {[catch {image create photo -file $HangmanImg($size) \
-format [list gif -index $i]} tmpImg] != 0} {
::Games::log "Error loading hangman image frame from $HangmanImg($size)."
return
}
set HangmanImg($size,$i) [image create photo]
if {$i > 0 && $i < 12} {
$HangmanImg($size,$i) copy $HangmanImg($size,[expr {$i-1}])
}
$HangmanImg($size,$i) copy $tmpImg
image delete $tmpImg
}
}
}
toplevel .$win_name
wm protocol .$win_name WM_DELETE_WINDOW "::Games::Hangman::quit $gameID"
wm title .$win_name "[::Games::trans Hangman]"
# Our hangman
labelframe .$win_name.my -text $GameState($gameID,my_name)
label .$win_name.my_hman
set_my_image $gameID 0
frame .$win_name.my_word
SetWord $gameID ""
pack .$win_name.my_hman -in .$win_name.my -fill both -expand 1
pack .$win_name.my_word -in .$win_name.my
# Opponent progress
labelframe .$win_name.opp -text $GameState($gameID,opponent_name)
label .$win_name.opp_hman -anchor e
set_opp_image $gameID 0
frame .$win_name.opp_word
SetOpponentWord $gameID "" ""
pack .$win_name.opp_hman -in .$win_name.opp -fill both -expand 1
pack .$win_name.opp_word -in .$win_name.opp -anchor w
labelframe .$win_name.guess -text "[::Games::trans click_sends_guess]"
# Add a button for each letter
set alphabet [::Games::trans alphabet]
set cols [expr {int(sqrt([llength $alphabet]))}]
for {set a 0} {$a < [llength $alphabet]} {incr a} {
set l [lindex [lindex $alphabet $a] 0]
button .$win_name.l$a -state disabled -text $l \
-command "::Games::Hangman::LetterButton $gameID $a"
# Key binding doesn't seem to work for some encodings
if {[regexp -nocase {[A-Z]} $l]} {
bind .$win_name <$l> ".$win_name.l$a invoke"
}
grid .$win_name.l$a -column [expr {$a % $cols}] -row [expr {$a / $cols}] \
-padx 3 -pady 3 -in .$win_name.guess
}
# Your word
labelframe .$win_name.word -text "[::Games::trans Word]"
entry .$win_name.setword -width 40
bind .$win_name.setword <Return> ".$win_name.sendword invoke"
button .$win_name.sendword -text "Send" -command "::Games::Hangman::SendWord $gameID"
pack .$win_name.setword .$win_name.sendword -in .$win_name.word -anchor w -side left -padx 10
# Scores
labelframe .$win_name.scores \
-text "[::Games::trans Scores] ([::Games::trans round] $GameState($gameID,round))"
label .$win_name.scores.my_name -text $GameState($gameID,my_name) -anchor w
label .$win_name.scores.my_score -text "0" -anchor w
label .$win_name.scores.opp_name -text $GameState($gameID,opponent_name) -anchor w
label .$win_name.scores.opp_score -text "0" -anchor w
grid .$win_name.scores.my_name .$win_name.scores.my_score -in .$win_name.scores -sticky news
grid .$win_name.scores.opp_name .$win_name.scores.opp_score -in .$win_name.scores -sticky news
# Status bar
labelframe .$win_name.status -text "[::Games::trans status]"
label .$win_name.status.msg -text "[::Games::trans send_word_to_guess]"
pack .$win_name.status.msg -in .$win_name.status -anchor w -side left
# Rematch button
button .$win_name.status.rematch -text "[::Games::trans click_rematch]" \
-command "::Games::Hangman::Rematch $gameID"
grid .$win_name.my .$win_name.guess -sticky news -padx 10 -pady 10
grid ^ .$win_name.opp -sticky news -padx 10 -pady 10
grid .$win_name.word .$win_name.scores -sticky news -padx 10 -pady 10
grid .$win_name.status - -sticky news -padx 10 -pady 10
::Games::moveinscreen .$win_name
}
proc set_my_image {gameID i} {
variable GameState
variable HangmanImg
set win_name $GameState($gameID,win_name)
.$win_name.my_hman configure -image $HangmanImg(big,$i)
# Display number of guesses remaining
set rem [expr {11-$GameState($gameID,my_errors)}]
.$win_name.my configure -text \
"$GameState($gameID,my_name) ([::Games::trans guesses_remaining $rem])"
}
proc set_opp_image {gameID i} {
variable GameState
variable HangmanImg
set win_name $GameState($gameID,win_name)
.$win_name.opp_hman configure -image $HangmanImg(small,$i)
# Display number of guesses remaining
set rem [expr {11-$GameState($gameID,opp_errors)}]
.$win_name.opp configure \
-text "$GameState($gameID,opponent_name) ([::Games::trans guesses_remaining $rem])"
}
proc LetterButton {gameID idx} {
variable GameState
set win_name $GameState($gameID,win_name)
set alphabet [::Games::trans alphabet]
if {$GameState($gameID,processing_guess) == 0} {
set GameState($gameID,processing_guess) 1
.$win_name.l$idx configure -state disabled
.$win_name.l$idx configure -disabledforeground "dark green"
::Games::SendMove $gameID "GUESS=$idx"
}
}
# Opponent clicked 'letter'
proc ProcessGuess {gameID idx} {
variable GameState
set win_name $GameState($gameID,win_name)
set public_word $GameState($gameID,public_word)
set private_word $GameState($gameID,private_word)
set alphabet [::Games::trans alphabet]
set letters [lindex $alphabet $idx]
# Copy all occurrences of 'letter' from private to public word
set match 0
for {set i 0} {$i < [string length $private_word]} {incr i} {
set l [string index $private_word $i]
# The $public_word must still have a _ at index $i
# If letter $l is in list $idx it's ok
if {[string index $public_word $i] == "_" && \
[lsearch [string toupper $letters] [string toupper $l]] != -1} {
set match 1
set public_word [string replace $public_word $i $i $l]
}
}
if {$match == 1} {
set GameState($gameID,public_word) $public_word
::Games::SendMove $gameID "GOOD=$public_word"
} else {
::Games::SendMove $gameID "BAD=$idx"
incr GameState($gameID,opp_errors)
if {$GameState($gameID,opp_errors) < 12} {
set_opp_image $gameID $GameState($gameID,opp_errors)
}
set GameState($gameID,opp_error_letters) \
"$GameState($gameID,opp_error_letters) [lindex $letters 0]"
}
SetOpponentWord $gameID $public_word $GameState($gameID,opp_error_letters)
CheckGameState $gameID
}
proc SendWord {gameID} {
variable GameState
set win_name $GameState($gameID,win_name)
set alphabet [::Games::trans alphabet]
set private_word [.$win_name.setword get]
# Replace our alphabet to underscores
#set public_word [regsub -nocase -all {([a-z])} $private_word "_"]
set public_word $private_word
foreach cat $alphabet {
foreach let $cat {
set public_word [string map [list [string tolower $let] "_"] $public_word]
set public_word [string map [list [string toupper $let] "_"] $public_word]
}
}
# Apply free letter method
switch -exact $GameState($gameID,free_letters) {
"none" {}
"first" { set first [string first "_" $public_word]
if {$first != -1} {
set l [string index $private_word $first]
set public_word [string replace $public_word $first $first $l]
}
}
"random" { set lst [regexp -all -indices -inline "_" $public_word]
if {[llength $lst] > 0} {
set r [myRand 0 [expr {[llength $lst]-1}]]
set l [string index $private_word [lindex [lindex $lst $r] 0]]
set public_word [string replace $public_word \
[lindex [lindex $lst $r] 0] [lindex [lindex $lst $r] 1] $l]
}
}
}
# public_word must contain underscores
# private_word must *not* contain underscores
if {[string first "_" $public_word] == -1 || \
[string first "_" $private_word] >= 0} {
change_status $gameID "[::Games::trans invalid_word]"
return
}
set GameState($gameID,private_word) $private_word
set GameState($gameID,public_word) $public_word
::Games::SendMove $gameID "WORD=$public_word"
# Disable word sending
.$win_name.setword configure -state disabled
.$win_name.sendword configure -state disabled
SetOpponentWord $gameID "$public_word" ""
change_status $gameID "[::Games::trans wait_for_word]"
CheckGameState $gameID
}
# Opponent sended us a word
proc SetWord {gameID word} {
variable GameState
set win_name $GameState($gameID,win_name)
# Add spaces everywhere
set word [join [split $word {}] " "]
if {![winfo exists .$win_name.my_word1]} {
label .$win_name.my_word1 -text $word
pack .$win_name.my_word1 -in .$win_name.my_word -pady 2
} else {
.$win_name.my_word1 configure -text "$word"
}
}
proc SetOpponentWord {gameID word errors} {
variable GameState
set win_name $GameState($gameID,win_name)
# Add spaces everywhere
set word [join [split $word {}] " "]
set errors [join [split $errors {}] " "]
# Word opponent has to guess
if {![winfo exists .$win_name.opp_word1]} {
label .$win_name.opp_word1 -text "$word" -anchor w
pack .$win_name.opp_word1 -in .$win_name.opp_word -pady 2 -anchor w
} else {
.$win_name.opp_word1 configure -text "$word"
}
# Errors
if {![winfo exists .$win_name.opp_word2]} {
label .$win_name.opp_word2 -foreground red -text "$errors" -anchor w
pack .$win_name.opp_word2 -in .$win_name.opp_word -pady 2 -anchor w
} else {
.$win_name.opp_word2 configure -text "$errors"
}
}
proc opponent_moves {gameID sender move} {
variable GameState
set win_name $GameState($gameID,win_name)
set idx [string first "=" $move]
if {$idx != -1} {
set key [string range $move 0 [expr {$idx - 1}]]
set value [string range $move [expr {$idx + 1}] end]
switch -exact $key {
"WORD" { if {$GameState($gameID,round_finished) == 1} {
# Opponent set word, but we still have to click Rematch
set GameState($gameID,rematch_quick_move) $move
change_status $gameID "[::Games::trans rematch_quick]"
return
} else {
set GameState($gameID,received_word) $value
SetWord $gameID $value
}
}
"GUESS" { ProcessGuess $gameID $value
}
"GOOD" { set GameState($gameID,processing_guess) 0
set GameState($gameID,received_word) $value
SetWord $gameID $value
}
"BAD" { set GameState($gameID,processing_guess) 0
incr GameState($gameID,my_errors)
if {$GameState($gameID,my_errors) < 12} {
set_my_image $gameID $GameState($gameID,my_errors)
}
.$win_name.l$value configure -disabledforeground red
}
}
}
CheckGameState $gameID
}
proc CheckGameState {gameID} {
variable GameState
set win_name $GameState($gameID,win_name)
set new_status ""
set alphabet [::Games::trans alphabet]
# If we (1) did not yet start, (2) received a word in this round and
# (3) sended a word, we enable the letter buttons here
if {$GameState($gameID,round_started) == 0 && \
[string length $GameState($gameID,received_word)] > 0 && \
[string length $GameState($gameID,private_word)] > 0} {
set GameState($gameID,round_started) 1
# Enable letter buttons
for {set a 0} {$a < [llength $alphabet]} {incr a} {
set l [lindex [lindex $alphabet $a] 0]
.$GameState($gameID,win_name).l$a configure -state normal
}
set new_status "[::Games::trans game_started]"
} elseif {$GameState($gameID,round_finished) == 0} {
set our_state 0
set opp_state 0
########################################################
# Individual check for us
########################################################
if {$GameState($gameID,my_errors) > 10} {
# We hang
set our_state -1
set new_status "[::Games::trans you_hang]"
} elseif {[string length $GameState($gameID,received_word)] > 0 && \
[string first "_" $GameState($gameID,received_word)] == -1} {
# We have found the solution
set_my_image $gameID 12
set our_state 1
set new_status "[::Games::trans word_found]"
}
if {$our_state != 0} {
# We are done, disable buttons
for {set a 0} {$a < [llength $alphabet]} {incr a} {
set l [lindex [lindex $alphabet $a] 0]
.$win_name.l$a configure -state disabled
}
}
########################################################
# Individual check for opponent
########################################################
if {$GameState($gameID,opp_errors) > 10} {
# Opponent hangs
set opp_state -1
} elseif {[string length $GameState($gameID,public_word)] > 0 && \
[string first "_" $GameState($gameID,public_word)] == -1} {
# Opponent found the solution
set_opp_image $gameID 12
set opp_state 1
}
########################################################
# Joint check whether game is finished
########################################################
if {$our_state == -1 && $opp_state == 1} {
# Game over, 0-2
set new_status "[::Games::trans game_over_02]"
incr GameState($gameID,opponent_score)
incr GameState($gameID,opponent_score)
} elseif {$our_state == 1 && $opp_state == -1} {
# Game over, 2-0
set new_status "[::Games::trans game_over_20]"
incr GameState($gameID,my_score)
incr GameState($gameID,my_score)
} elseif {$our_state == -1 && $opp_state == -1} {
# Game over, 0-0
set new_status "[::Games::trans game_over_00]"
} elseif {$our_state == 1 && $opp_state == 1 && \
$GameState($gameID,my_errors) < $GameState($gameID,opp_errors)} {
# Game over, 2-1
set new_status "[::Games::trans game_over_21]"
incr GameState($gameID,my_score)
incr GameState($gameID,my_score)
incr GameState($gameID,opponent_score)
} elseif {$our_state == 1 && $opp_state == 1 && \
$GameState($gameID,my_errors) > $GameState($gameID,opp_errors)} {
# Game over, 1-2
set new_status "[::Games::trans game_over_12]"
incr GameState($gameID,my_score)
incr GameState($gameID,opponent_score)
incr GameState($gameID,opponent_score)
} elseif {$our_state == 1 && $opp_state == 1} {
# Game over, 1-1
set new_status "[::Games::trans game_over_11]"
incr GameState($gameID,my_score)
incr GameState($gameID,opponent_score)
}
if {$our_state != 0 && $opp_state != 0} {
pack .$win_name.status.rematch -in .$win_name.status -anchor w -side right
set GameState($gameID,round_finished) 1
}
}
if {$new_status != ""} {
change_status $gameID "$new_status"
}
# Update player scores
.$win_name.scores.my_score configure -text $GameState($gameID,my_score)
.$win_name.scores.opp_score configure -text $GameState($gameID,opponent_score)
}
proc game_configuration {win_name} {
variable __challenge "none"
variable __win_name $win_name
variable __free_letters
toplevel .${win_name}_gc
wm title .${win_name}_gc "[::Games::trans specify_configuration]"
wm protocol .${win_name}_gc WM_DELETE_WINDOW ".${win_name}_gc.cancel invoke"
# Methods for providing free letters
labelframe .${win_name}_gc.lbf1 -text "[::Games::trans fl_method]"
listbox .${win_name}_gc.lst -selectmode single -height 3
.${win_name}_gc.lst insert end \
"[::Games::trans fl_none]" "[::Games::trans fl_first]" "[::Games::trans fl_random]"
switch -exact $__free_letters {
"none" { .${win_name}_gc.lst selection set 0 }
"first" { .${win_name}_gc.lst selection set 1 }
"random" { .${win_name}_gc.lst selection set 2 }
}
pack .${win_name}_gc.lst -in .${win_name}_gc.lbf1 -anchor w
# Challenge and cancel button
frame .${win_name}_gc.buttons
button .${win_name}_gc.ok -text "[::Games::trans challenge]" -command {
switch -exact [.${::Games::Hangman::__win_name}_gc.lst curselection] {
0 { set ::Games::Hangman::__free_letters "none" }
1 { set ::Games::Hangman::__free_letters "first" }
2 { set ::Games::Hangman::__free_letters "random" }
}
set ::Games::Hangman::__challenge \
"free_letters=${::Games::Hangman::__free_letters}"
}
button .${win_name}_gc.cancel -text "[::Games::trans cancel]" -command {
set ::Games::Hangman::__challenge ""
}
pack .${win_name}_gc.ok .${win_name}_gc.cancel -in .${win_name}_gc.buttons -side left
# Pack game configuration window
grid .${win_name}_gc.lbf1 -padx 10 -sticky news
grid .${win_name}_gc.buttons -padx 10 -sticky news
::Games::moveinscreen .${win_name}_gc
# Wait for user to specify game configuration
update idletask
grab set .${win_name}_gc
tkwait variable ::Games::Hangman::__challenge
destroy .${win_name}_gc
return $__challenge
}
proc change_status {gameID new_msg} {
variable GameState
set win_name $GameState($gameID,win_name)
# Ignore if state did not change
set old_msg [.$win_name.status.msg cget -text]
if {$old_msg == $new_msg} {
return
}
.$win_name.status.msg configure -text "$new_msg"
# If status is blinking already, cancel it
if {$GameState($gameID,status_blink) != ""} {
after cancel $GameState($gameID,status_blink)
}
set GameState($gameID,status_blink) \
[after idle [list ::Games::Hangman::status_blink $gameID 250 12]]
}
proc status_blink {gameID t c} {
variable GameState
set win_name $GameState($gameID,win_name)
if {[winfo exists .$win_name.status.msg] && $c > 0} {
set fg [.$win_name.status.msg cget -foreground]
set bg [.$win_name.status.msg cget -background]
.$win_name.status.msg configure -foreground $bg -background $fg
set GameState($gameID,status_blink) \
[after $t [list ::Games::Hangman::status_blink $gameID $t [expr {$c-1}]]]
} else {
set GameState($gameID,status_blink) ""
}
}
}
|