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#![cfg(not(target_arch = "wasm32"))]
use ascii_hangman_backend::game::State;
use ascii_hangman_backend::Backend;
use ascii_hangman_backend::HangmanBackend;
use ascii_hangman_backend::{AUTHOR, CONF_TEMPLATE, TITLE, VERSION};
use std::env;
use std::fs::File;
use std::io;
use std::io::prelude::*;
use std::io::Write;
use std::path::Path;
use std::path::PathBuf;
use std::process;
use crossterm::cursor::MoveTo;
use crossterm::cursor::MoveToNextLine;
use crossterm::queue;
use crossterm::style::Color;
use crossterm::style::Print;
#[cfg(not(target_os = "windows"))]
use crossterm::style::ResetColor;
use crossterm::style::SetForegroundColor;
use crossterm::terminal::Clear;
use crossterm::terminal::ClearType;
use std::io::stdout;
const COMMANDLINE_HELP: &str = r#"
Hangman is a paper and pencil guessing game for two or more players. One player
thinks of a word, phrase or sentence and the other tries to guess it by
suggesting letters or numbers, within a certain number of guesses. In this
version for children the computer selects a word, phrase or sentence randomly
out of a word-list defined in a configuration file. In the course of the game
Ascii-Art images - designed for children - are progressively disclosed.
```
-----------------------------------
ASCII-ART HANGMAN FOR KIDS
,.
(_|,.
,' /, )_______
__j o``-' `
(")
`-j |
`-._( /
|_\ |--^. /
/_]'|_| /_)_/
/_]' /_]'
Lifes: 1 Last guess: 3
g o o _ _ l _ _ k
Type a letter then type [Enter]:
-----------------------------------
```
```
Usage: ascii-hangman
ascii-hangman [FILE]
ascii-hangman -h|--help
ascii-hangman -V|--version
```
`[FILE]` are configuration files containing one word-list hereafter referred to as "secrets" and
optionally one Ascii-Art image.
When no `[FILE]` argument is given, `[FILE]` defaults to `ascii-hangman-words.txt`. In case no
`[FILE]` is found, a template configuration file `ascii-hangman-words.txt` is written into the
current working directory. Multiple `[FILE]`s are concatenated.
`[FILE]` is a UTF-8 YAML formatted file containing 3 different variables:
- `secrets:` is an array of secrets, one per line. A secret is a string, that interprets the `|`
character as newline and the `_` character as visibility switch. This switch allows to
disclose a part of the secret when the game starts.
- `traditional:` is an optional boolean variable indicating how the ASCII-art image should be
disclosed:
* `true`: the image gets disclosed with every lost life,
* `false`: the image gets disclosed with every guessed character (default).
- `image: |1` is an optional multiline string providing own ASCII-art. When missing, built-in
ASCII-art is chosen randomly.
- Lines starting with `#` are ignored.
Example:
```
secrets:
- guess me
- "guess me: with colon"
- line| break
- _disclose _partly
# The following is optional.
traditional: false
# Optional ASCII-art lines start with 1 space ' '.
image: |1
::
C|__|
```
A traditional (not built-in) configuration could look like this:
```
secrets:
- guess me
- _good l_uck
- "_der Hund:_| the dog"
- _3*_7_=21_
traditional: true
image: |1
______
| |
| O
| /|\
| |
| / \
__|_____
| |___
|_________|
```
When the word `secrets` is not found in `[FILE]`, _ASCII-Hangman_ switches into backward
compatibility mode, allowing to use old non-YAML configuration files without modification.
To learn more about the YAML format visit: <https://en.wikipedia.org/wiki/YAML>
"#;
const PATHSTR: &str = "ascii-hangman-words.txt";
const CONF_DEMO: &str = "secrets:\n - \"_Demo: add own words to config file and start a_gain_!\"";
pub fn read_config(pathstr: &Path) -> Result<String, io::Error> {
let mut f = File::open(pathstr)?;
let mut s = String::new();
f.read_to_string(&mut s)?;
Ok(s)
}
pub fn write_config_template(pathstr: PathBuf) -> Result<(), io::Error> {
let mut file = File::create(&pathstr)?;
file.write_all(CONF_TEMPLATE.as_bytes())?;
Ok(())
}
#[allow(unused_labels)]
fn main() {
match env::args().nth(1) {
Some(ref a) if a == "-h" || a == "--help" => {
eprintln!("{}", COMMANDLINE_HELP);
return;
}
Some(ref a) if a == "-V" || a == "--version" => {
eprintln!("{}", VERSION.unwrap());
return;
}
Some(_) | None => {}
};
let mut conf_file_paths = env::args()
.skip(1)
.map(PathBuf::from)
.collect::<Vec<PathBuf>>();
if conf_file_paths.is_empty() {
conf_file_paths.push(PathBuf::from(PATHSTR))
};
let cwd = env::current_dir().unwrap();
let mut config: String = String::new();
for conf_file_path in &conf_file_paths {
let path = conf_file_path;
let c = match read_config(path) {
Ok(s) => s,
Err(_) => {
match write_config_template(path.to_path_buf()) {
Ok(_) => {
eprintln!(
"As no config-file :\n\
\t{:?}\n\
was found a template file is written in the \
current working directory.\n\
\t{:?}\n\n\nPress [Enter] to enter demo mode.",
path, cwd
);
let s = &mut String::new();
io::stdin().read_line(s).unwrap();
CONF_DEMO.to_string()
}
Err(why) => {
eprintln!(
"Couldn't write ascii-hangman template \
config-file:\n\t{:?}\n({})\n\n\
Current working directory is:\n\t{:?}\n\n\
Press [Enter] to enter demo mode.",
path,
why.to_string(),
cwd
);
let s = &mut String::new();
io::stdin().read_line(s).unwrap();
CONF_DEMO.to_string()
}
}
}
};
config.push_str(&c);
}
let mut app = match Backend::new(&config) {
Ok(d) => d,
Err(e) => {
eprintln!("ERROR IN CONFIGURATION FILE\n{}", e);
let s = &mut String::new();
io::stdin().read_line(s).unwrap();
process::exit(1);
}
};
app.render();
'playing: loop {
io::stdout().flush().unwrap();
let key = &mut String::new();
io::stdin().read_line(key).unwrap();
app.process_user_input(key);
app.render();
io::stdout().flush().unwrap();
let state = app.get_state();
if state != State::Ongoing {
if state != State::VictoryGameOver {
queue!(
stdout(),
MoveToNextLine(1),
Print("Press any key to continue or [Ctrl+C] to quit.")
)
.unwrap();
stdout().flush().unwrap();
} else {
break;
};
};
}
queue!(stdout(), MoveToNextLine(1), Print(AUTHOR)).unwrap();
stdout().flush().unwrap();
let key = &mut String::new();
io::stdin().read_line(key).unwrap();
}
trait Render {
fn render(&self) {}
}
impl Render for Backend {
fn render(&self) {
queue!(stdout(), Clear(ClearType::All), MoveTo(0, 0)).unwrap();
#[cfg(not(windows))]
queue!(stdout(), ResetColor).unwrap();
#[cfg(windows)]
queue!(stdout(), SetForegroundColor(Color::Grey),).unwrap();
queue!(
stdout(),
Print(&TITLE),
MoveToNextLine(1),
SetForegroundColor(Color::DarkYellow),
)
.unwrap();
queue!(stdout(), Print(self.render_image()), MoveToNextLine(1)).unwrap();
#[cfg(not(windows))]
queue!(stdout(), ResetColor).unwrap();
#[cfg(windows)]
queue!(stdout(), SetForegroundColor(Color::Grey),).unwrap();
queue!(stdout(), Print(self.render_game_lifes()), Print("\t")).unwrap();
queue!(
stdout(),
Print(self.render_game_last_guess()),
MoveToNextLine(2)
)
.unwrap();
#[cfg(not(windows))]
queue!(stdout(), SetForegroundColor(Color::DarkGreen),).unwrap();
#[cfg(windows)]
queue!(stdout(), SetForegroundColor(Color::White),).unwrap();
queue!(stdout(), Print(self.render_secret()), MoveToNextLine(1)).unwrap();
#[cfg(not(windows))]
queue!(stdout(), ResetColor).unwrap();
#[cfg(windows)]
queue!(stdout(), SetForegroundColor(Color::Grey),).unwrap();
queue!(stdout(), Print(self.render_instructions()), Print(" ")).unwrap();
stdout().flush().unwrap();
}
}