Зміст курсу
Crafting a Classic Hangman Game
Crafting a Classic Hangman Game
Main Body
Implementing the Hangman Function: The Core of the Program
In this function, we need to account for every possible user guess and display messages that communicate with the user. Additionally, this function will integrate all previously written functions.
It considers all potential user inputs: whether the input is not a letter, if the entered letter has already been used, if the letter is correctly guessed, and if it's incorrect. Accordingly, we specify the consequences of the chosen letter according to the rules established at the beginning of the project.
Завдання
- Check if the word has not been guessed by using the
is_word_guessed
function with two parameters:gameword
andused_letters
. - Display the available letters by calling the
get_available_letters
function with one parameter:used_letters
. - Check if the
guess
is not a valid letter. - Verify if the guessed letter (
guess
) has already been used by referring to theused_letters
variable. - Determine if the guessed letter is present in the
gameword
. - Check if
guesses_remaining
is equal to or less than 0.
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Implementing the Hangman Function: The Core of the Program
In this function, we need to account for every possible user guess and display messages that communicate with the user. Additionally, this function will integrate all previously written functions.
It considers all potential user inputs: whether the input is not a letter, if the entered letter has already been used, if the letter is correctly guessed, and if it's incorrect. Accordingly, we specify the consequences of the chosen letter according to the rules established at the beginning of the project.
Завдання
- Check if the word has not been guessed by using the
is_word_guessed
function with two parameters:gameword
andused_letters
. - Display the available letters by calling the
get_available_letters
function with one parameter:used_letters
. - Check if the
guess
is not a valid letter. - Verify if the guessed letter (
guess
) has already been used by referring to theused_letters
variable. - Determine if the guessed letter is present in the
gameword
. - Check if
guesses_remaining
is equal to or less than 0.