Introduced Hangman in DEV-compatible branch

This commit is contained in:
Jerome Coudron
2023-03-19 23:02:50 +00:00
committed by Tibe Habils
parent b5328d0b9d
commit e23de9a2d3
42 changed files with 9049 additions and 6 deletions

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m_Name: Hangman
m_EditorClassIdentifier:
index: 1
title: Galgje
description: "In deze minigame moet je een woord raden door \xE9\xE9n voor \xE9\xE9n
letters te raden. Kan jij het woord vinden voordat je mannetje hangt?"
themeList: {fileID: 0}
thumbnail: {fileID: 21300000, guid: 8aef73fa49ca4a346aaffdec4cc00970, type: 3}
minigameEntryPoint: Hangman/Scenes/Hangman
controls: Spel de letters die je wilt raden met vingerspelling. Na 10 foute keuzes
is het spel gedaan. Hoe meer letters je correct spelt, hoe meer punten je krijgt,
verder krijg je ook extra punten als je weinig fouten maakt. Voor multiplayer
wordt het woord door speler 1 ingegeven, waarna speler 2 het woord probeert te
raden, beide aan de hand van vingerspelling

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HangManWebcam : WebCam
{
/// <summary>
/// The display for player 1
/// </summary>
public RawImage display1;
/// <summary>
/// The display for player 2
/// </summary>
public RawImage display2;
/// <summary>
/// We use a different awake, since we dont want the camera to start immediatelly
/// </summary>
void Awake()
{
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
display.texture = tex;
}
/// <summary>
/// Hangman uses two different webcam_textures, we need to be able to toggle between them
/// </summary>
public void Switch_texture()
{
if(display == display1)
{
display = display2;
}
else
{
display = display1;
}
// Give the webcamTexture to the new webcam
display.texture = tex;
}
/// <summary>
/// Scene changing is implemented here to avoid problems with webcam
/// </summary>
public new void GotoThemeSelection()
{
//minigameList.GetIndexInMinigameList(MinigameIndex.HANGMAN);
if (tex != null)
{
if (tex.isPlaying)
{
display.texture = null;
tex.Stop();
tex = null;
}
}
SystemController.GetInstance().BackToPreviousScene();
}
}

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using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class HangmanGameController : MonoBehaviour
{
/// <summary>
/// The scriptable with all the themes, will be used to select a random word for hangman.
/// The spellingthemeList will be used for the words.
/// </summary>
public ThemeList themelist;
/// <summary>
/// The word that is currently being spelled
/// </summary>
private string currentWord;
/// <summary>
/// All of the words that can be used in this session
/// </summary>
private string[] words;
/// <summary>
/// This integer holds the total amount of wrong guesses the player has made
/// </summary>
private int wrongs;
/// <summary>
/// This integer holds the total amount of times a user can be wrong to lose.
/// </summary>
private int maxWrong = 9;
/// <summary>
/// This integer holds the amount of correct letters of the word that the user has guessed
/// </summary>
private int corrects;
/// <summary>
/// This integer holds the length of the word that needs to be guessed, game ends in victory if corrects == word_length
/// </summary>
private int wordLength;
/// <summary>
/// Indicates if the game is still going
/// </summary>
private bool gameEnded;
/// <summary>
/// Letter prefab
/// </summary>
public GameObject letterPrefab;
/// <summary>
/// Reference to letter prefab
/// </summary>
public Transform letterContainer;
/// <summary>
/// The Image component for displaying the appropriate sprite
/// </summary>
public Image hangmanImage;
/// <summary>
/// The GameObjects representing the letters
/// </summary>
private List<GameObject> letters = new List<GameObject>();
/// <summary>
/// This scriptable holds all the images for the different stages of hangman
/// </summary>
public HangmanImages images;
/// <summary>
/// This initially empty list holds all the previous guesses that the user has made, as to not allow repeated msitakes
/// </summary>
private List<char> guesses;
/// <summary>
/// This lists holds all valid guesses that the user can make
/// </summary>
private List<char> guessables = new List<char> { 'a', 'z', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', 'q', 's', 'd', 'f', 'g', 'h', 'j', 'k', 'l', 'm', 'w', 'x', 'c', 'v', 'b', 'n' };
// The following attributes are necessary for multiplayer interactions
/// <summary>
/// The panel holding the actual game
/// </summary>
public GameObject gamePanel;
/// <summary>
/// The panel holding the player-selection screen
/// </summary>
public GameObject playerPanel;
/// <summary>
/// The panel holding the screen where player 1 can input their word
/// </summary>
public GameObject inputPanel;
/// <summary>
/// This textfield holds the word that player 1 is typing
/// </summary>
public TMP_Text inputTextField;
/// <summary>
/// This int shows what mode we are in, used in update: 0 is playerselect, 1 is wordInput, 2 is the actual game
/// </summary>
private int mode;
/// <summary>
/// We give the controller access to the webcam so that it can toggle between the two displays effectivelly.
/// </summary>
public HangManWebcam webcam;
// The following attributes are necessary to finish and gameover
/// <summary>
/// "Game over" or "You win!"
/// </summary>
public TMP_Text endText;
/// <summary>
/// The game over panel
/// </summary>
public GameObject gameEndedPanel;
/// <summary>
/// Button for restarting the game
/// </summary>
public Button replayButton;
/// <summary>
/// Letters
/// </summary>
public TMP_Text lettersText;
/// <summary>
/// Letters ( right | wrong )
/// </summary>
public TMP_Text lettersRightText;
public TMP_Text lettersWrongText;
/// <summary>
/// Accuracy
/// </summary>
public TMP_Text accuracyText;
/// <summary>
/// Words
/// </summary>
public TMP_Text wordsText;
/// <summary>
/// Score
/// </summary>
public TMP_Text scoreText;
// The following attributes are necessary for user interaction
/// <summary>
/// Reference to the minigame ScriptableObject
/// </summary>
public Minigame minigame;
/// <summary>
/// Reference to the user list to access the current user
/// </summary>
public UserList userList;
/// <summary>
/// Reference to the current user
/// </summary>
private User user;
/// <summary>
/// Reference to the minigame progress of the current user
/// </summary>
private Progress progress = null;
/// <summary>
/// Reference to the scoreboard
/// </summary>
public Transform Scoreboard;
/// <summary>
/// Reference to the entries grid
/// </summary>
public Transform EntriesGrid;
/// <summary>
/// The GameObjects representing the letters
/// </summary>
private List<GameObject> entries = new List<GameObject>();
/// <summary>
/// Reference to the ScoreboardEntry prefab
/// </summary>
public GameObject scoreboardEntry;
// Start is called before the first frame update
void Start()
{
// Make sure the mode starts at zero
mode = 0;
// Make sure that the webcam is turned off
webcam.StopCam();
// Make sure that only the player-selection panel is the one shown
gamePanel.SetActive(false);
inputPanel.SetActive(false);
playerPanel.SetActive(true);
// Create entry in current user for keeping track of progress
user = userList.GetCurrentUser();
Progress progress = user.GetMinigameProgress(minigame.index);
if (progress == null)
{
progress = new Progress();
progress.AddOrUpdate<MinigameIndex>("minigameIndex", minigame.index);
progress.AddOrUpdate<List<Score>>("highestScores", new List<Score>());
progress.AddOrUpdate<List<Score>>("latestScores", new List<Score>());
user.minigames.Add(progress);
}
userList.Save();
}
/// <summary>
/// Hangman starts by asking the amount of players, so this function holds all the info needed to start the actual game
/// </summary>
public void StartGame()
{
// Change the mode
mode = 2;
// Activate the right panel
gamePanel.SetActive(true);
inputPanel.SetActive(false);
playerPanel.SetActive(false);
// Reset values of parameters, so that the replaybutton works properly
corrects = 0;
wrongs = 0;
guesses = new List<char>();
// Display a test-word to test the functionality
wordLength = currentWord.Length;
gameEnded = false;
gameEndedPanel.SetActive(false);
// Delete first, to make sure that the letters are empty
DeleteWord();
DisplayWord(currentWord);
replayButton.onClick.AddListener(Start);
// Call to display the first image, corresponding to a clean image.
ChangeSprite();
}
/// <summary>
/// This function is called when the "two player"-button is clicked, it goed to the input-screen
/// </summary>
public void GoToInput()
{
// Change the mode
mode = 1;
// Initialise the word to an empty String
currentWord = "";
inputTextField.text = currentWord.ToString();
// Switch to the P1-display and Turn the webcam on
webcam.Switch_texture();
webcam.PlayCam();
// Activate the right panel
gamePanel.SetActive(false);
inputPanel.SetActive(true);
playerPanel.SetActive(false);
}
/// <summary>
/// This function is called if singleplayer is selected, we generate a random word for the player and start the game.
/// </summary>
public void SinglePlayer()
{
// This word is used for testing before dynamic word-fetching is added
PickRandomWord();
// Turn the webcam on
webcam.PlayCam();
StartGame();
}
/// <summary>
/// Randomly select a word from a randomly selected theme, use this word for the hangman game for singleplayer.
/// </summary>
private void PickRandomWord()
{
// Get a random index for the themes
// Then get a random index for a word to pull
// First get random index for the themes
int amountThemes = themelist.themes.Count;
System.Random r = new System.Random();
int themeIndex = r.Next(amountThemes);
// Check how many words are in this theme
int amountWords = themelist.themes[themeIndex].learnables.Count;
int wordIndex = r.Next(amountWords);
// Take the word, but lowercase it.
currentWord = themelist.themes[themeIndex].learnables[wordIndex].name.ToLower();
}
/// <summary>
/// This function starts the game after player 1 has entered their word, but only if its length >= 2.
/// </summary>
public void TwoPlayer()
{
if (currentWord.Length >= 2)
{
// Switch display to the P2-display
webcam.Switch_texture();
StartGame();
}
}
/// <summary>
/// Update is called once per frame
/// </summary>
public void Update()
{
if(mode == 1)
{
// We are in the word-input mode
// We want to show the user what they are typing
// Check to make sure the inputfield is not empty
if (Input.inputString != "")
{
char firstLetter = Input.inputString.ToLower()[0];
if (Input.GetKey(KeyCode.Backspace))
{
// Remove the last letter from the currentword
if(currentWord.Length > 0)
{
currentWord = currentWord.Substring(0, currentWord.Length - 1);
inputTextField.text = currentWord.ToString();
}
}
else if (guessables.Contains(firstLetter))
{
// Append the letter to the currentWord and display it to the user
currentWord = currentWord + firstLetter.ToString();
inputTextField.text = currentWord.ToString();
}
}
}
if (mode == 2)
{
// We are in the actual game
if (!gameEnded)
{
// Get keyboard input
// For the first input char given by the user, check if the letter is in the word that needs to be spelled.
// Check to make sure the inputfield is not empty
if (Input.inputString != "")
{
char firstLetter = Input.inputString.ToLower()[0];
// Check if the letter is a valid guess and that it has not been guessed before
if (!guesses.Contains(firstLetter) && guessables.Contains(firstLetter))
{
if (currentWord.Contains(firstLetter))
{
// The guess was correct, we can display all the letters that correspond to the guess
UpdateWord(firstLetter);
}
else
{
// The guess was wrong, the wrongs integer needs to be incremented
wrongs++;
// For now, we will loop back to stage zero after we reach the losing stage 10
wrongs = wrongs % 11;
// Afterwards, the next stage needs to be displayed
ChangeSprite();
}
guesses.Add(firstLetter);
}
}
if (corrects == wordLength)
{
// Victory
ActivateWin();
}
else if (wrongs == maxWrong)
{
// You lost
ActivateGameOver();
}
}
}
}
/// <summary>
/// Change the image that is being displayed
/// </summary>
private void ChangeSprite()
{
// Load the new sprite from the HangmanImages scriptable
Sprite sprite = images.hangmanStages[wrongs];
// Set the new sprite as the Image component's source image
hangmanImage.sprite = sprite;
}
/// <summary>
/// In this function, the letters of the word selected in DisplayWord are updated after a correct guess.
/// </summary>
/// <param name="c">The letter that needs to be updated</param>
private void UpdateWord(char c)
{
for (int i = 0; i < currentWord.Length; i++)
{
if (currentWord[i] == c)
{
// Display the letter and change its background to green
Image background = letters[i].GetComponent<Image>();
background.color = Color.green;
TMP_Text txt = letters[i].GetComponentInChildren<TMP_Text>();
txt.text = Char.ToString(c);
// You correctly guessed a letter
corrects++;
}
}
}
/// <summary>
/// This function returns the score that the user currently has
/// </summary>
/// <returns>The current score of the user</returns>
private int getScore()
{
// Scoring works as follows:
// You get 3 points for each letter in the word that is correctly guessed (corrects * 3)
// You get 9 points for each part of the hangman figure which is NOT displayed ((10 - wrongs) * 9)
return 3 * corrects + (10 - wrongs) * 9;
}
/// <summary>
/// Set score metrics
/// </summary>
private void SetScoreMetrics()
{
// Letters ( right | wrong ) total
lettersRightText.text = corrects.ToString();
lettersWrongText.text = wrongs.ToString();
lettersText.text = (corrects + wrongs).ToString();
// Accuracy
if (corrects + wrongs > 0)
{
accuracyText.text = ((corrects) * 100f / (corrects + wrongs)).ToString("#.##") + "%";
}
else
{
accuracyText.text = "-";
}
// The word that needed to be guessed
wordsText.text = currentWord.ToString();
// Score
scoreText.text = "Score: " + getScore().ToString();
}
// The following functions originate from Spellingbee
/// <summary>
/// Delete all letter objects
/// </summary>
private void DeleteWord()
{
for (int i = 0; i < letters.Count; i++)
{
Destroy(letters[i]);
}
letters.Clear();
}
/// <summary>
/// Displays the word that needs to be spelled
/// </summary>
/// <param name="word">The word to display</param>
private void DisplayWord(string word)
{
for (int i = 0; i < word.Length; i++)
{
// Create instance of prefab
GameObject instance = GameObject.Instantiate(letterPrefab, letterContainer);
letters.Add(instance);
// Dynamically load appearance
Image background = instance.GetComponent<Image>();
background.color = Color.red;
TMP_Text txt = instance.GetComponentInChildren<TMP_Text>();
txt.text = Char.ToString(' ');
}
}
/// <summary>
/// Randomly shuffle the list of words
/// </summary>
private void ShuffleWords()
{
for (int i = words.Length - 1; i > 0; i--)
{
// Generate a random index between 0 and i (inclusive)
int j = UnityEngine.Random.Range(0, i + 1);
// Swap the values at indices i and j
(words[j], words[i]) = (words[i], words[j]);
}
}
/// <summary>
/// Update and save the scores
/// </summary>
private void SaveScores()
{
// Calculate new score
int newScore = getScore();
// Save the score as a tuple: < int score, string time ago>
Score score = new Score();
score.scoreValue = newScore;
score.time = DateTime.Now.ToString();
// Save the new score
user = userList.GetCurrentUser();
Progress progress = user.GetMinigameProgress(minigame.index);
// Get the current list of scores
List<Score> latestScores = progress.Get<List<Score>>("latestScores");
List<Score> highestScores = progress.Get<List<Score>>("highestScores");
// Add the new score
latestScores.Add(score);
highestScores.Add(score);
// Sort the scores
highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
// Only save the top 10 scores, so this list doesn't keep growing endlessly
progress.AddOrUpdate<List<Score>>("latestScores", latestScores.Take(10).ToList());
progress.AddOrUpdate<List<Score>>("highestScores", highestScores.Take(10).ToList());
userList.Save();
}
/// <summary>
/// Display win screen
/// </summary>
private void ActivateWin()
{
// @lukas stuff
DeleteWord();
endText.text = "YOU WIN!";
SetScoreMetrics();
gameEndedPanel.SetActive(true);
gameEndedPanel.transform.SetAsLastSibling();
gameEnded = true;
//Save the scores and show the scoreboard
SaveScores();
SetScoreBoard();
}
/// <summary>
/// Displays the game over panel and score values
/// </summary>
private void ActivateGameOver()
{
DeleteWord();
endText.text = "GAME OVER";
SetScoreMetrics();
gameEndedPanel.SetActive(true);
gameEndedPanel.transform.SetAsLastSibling();
gameEnded = true;
// Save the scores and show the scoreboard
SaveScores();
SetScoreBoard();
}
/// <summary>
/// Sets the scoreboard
/// </summary>
private void SetScoreBoard()
{
// Clean the previous scoreboard entries
for (int i = 0; i < entries.Count; i++)
{
Destroy(entries[i]);
}
entries.Clear();
// Instantiate new entries
// Get all scores from all users
List<Tuple<string, Score>> allScores = new List<Tuple<string, Score>>();
foreach (User user in userList.GetUsers())
{
// Get user's progress for this minigame
progress = user.minigames.Find((p) => p != null && p.Get<MinigameIndex>("minigameIndex") == minigame.index);
if (progress != null)
{
// Add scores to dictionary
List<Score> scores = progress.Get<List<Score>>("highestScores");
foreach (Score score in scores)
{
allScores.Add(new Tuple<string, Score>(user.username, score));
}
}
}
// Sort allScores based on Score.scoreValue
allScores.Sort((a, b) => b.Item2.scoreValue.CompareTo(a.Item2.scoreValue));
// Instantiate scoreboard entries
int rank = 1;
foreach (Tuple<string, Score> tup in allScores.Take(10))
{
string username = tup.Item1;
Score score = tup.Item2;
GameObject entry = Instantiate(scoreboardEntry, EntriesGrid);
entries.Add(entry);
// Set the player icon
entry.transform.Find("Image").GetComponent<Image>().sprite = userList.GetUserByUsername(username).avatar;
// Set the player name
entry.transform.Find("PlayerName").GetComponent<TMP_Text>().text = username;
// Set the score
entry.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
// Set the rank
entry.transform.Find("Rank").GetComponent<TMP_Text>().text = rank.ToString();
// Set the ago
// Convert the score.time to Datetime
DateTime time = DateTime.Parse(score.time);
DateTime currentTime = DateTime.Now;
TimeSpan diff = currentTime.Subtract(time);
string formatted;
if (diff.Days > 0)
{
formatted = $"{diff.Days}d ";
}
else if (diff.Hours > 0)
{
formatted = $"{diff.Hours}h ";
}
else if (diff.Minutes > 0)
{
formatted = $"{diff.Minutes}m ";
}
else
{
formatted = "now";
}
entry.transform.Find("Ago").GetComponent<TMP_Text>().text = formatted;
// Alternating colors looks nice
if (rank % 2 == 0)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
}
// Make new score stand out
if (diff.TotalSeconds < 1)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(0, 229, 255, 233);
}
rank++;
}
}
}

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@@ -0,0 +1,16 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
/// <summary>
/// Class for holding all stage images for the hangman minigame
/// </summary>
[CreateAssetMenu(menuName = "Create new Scriptable/HangmanImages")]
public class HangmanImages : ScriptableObject
{
/// <summary>
/// This list will hold all the images for the stages of hangman.
/// </summary>
public List<Sprite> hangmanStages = new List<Sprite>();
}

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@@ -1,3 +0,0 @@
{
"name": "HangmanScripts"
}

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@@ -0,0 +1,95 @@
using UnityEngine.UI;
using UnityEngine;
public class WebCam : MonoBehaviour
{
/// <summary>
/// Index of the current camera
/// </summary>
protected int camdex = 0;
/// <summary>
/// Texture to paste on the display
/// </summary>
protected WebCamTexture tex;
/// <summary>
/// Display for the video feed
/// </summary>
public RawImage display;
/// <summary>
/// Setup the webcam correctly
/// </summary>
void Awake()
{
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
display.texture = tex;
tex.Play();
}
/// <summary>
/// Function to toggle between stopping and starting
/// </summary>
/*
public void toggle()
{
if (tex.isPlaying)
{
tex.Stop();
}
else
{
tex.Play();
}
}
*/
public void PlayCam()
{
if (!tex.isPlaying) tex.Play();
}
public void StopCam()
{
if (tex.isPlaying) tex.Stop();
}
/// <summary>
/// Swap webcam by cycling through the `WebCamTexture.devices` list
/// </summary>
public void SwapCam()
{
if (WebCamTexture.devices.Length > 0)
{
// Stop the old camera
display.texture = null;
tex.Stop();
tex = null;
// Find the new camera
camdex += 1;
camdex %= WebCamTexture.devices.Length;
// Start the new camera
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
display.texture = tex;
tex.Play();
}
}
/// <summary>
/// Scene changing is implemented here to avoid problems with webcam
/// </summary>
public void GotoThemeSelection()
{
display.texture = null;
tex.Stop();
tex = null;
SystemController.GetInstance().BackToPreviousScene();
}
}

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@@ -47,4 +47,7 @@ EditorBuildSettings:
- enabled: 1
path: Assets/SpellingBee/Scenes/Game.unity
guid: 652195ae9a0ff3ad18f6338db6a909bd
- enabled: 1
path: Assets/Hangman/Scenes/Hangman.unity
guid: 5ddd59ce344ac51459725a4878330faf
m_configObjects: {}