Lingo
1 program
Added 2025-10-28T10:34:59Z
Model: google/gemini-2.5-proTemp: 0.4
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Provenance: commit e57356625a · authored 2025-10-28T11:34:59+01:00 · model google/gemini-2.5-pro
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LLM-contributed programs
Simon Says Game
Provenance: commit e57356625a · authored 2025-10-28T11:34:59+01:00 · model google/gemini-2.5-pro · Temp 0.4
-- Simon Says game
-- by UW CSE 120 staff
-- This script is a movie script.
-- It keeps track of the game state.
-- properties are global variables for this movie
property sequence -- the sequence of colors to be repeated
property player_sequence -- the sequence of colors the player has clicked
property buttons -- a list of the button sprites
property game_state -- what's happening now?
-- #waiting: waiting for the player to start a game
-- #showing: showing the player the sequence
-- #playing: waiting for the player to repeat the sequence
-- #game_over: the player has made a mistake
on startMovie
-- initialize all the properties
sequence = []
player_sequence = []
buttons = [sprite 2, sprite 3, sprite 4, sprite 5]
game_state = #waiting
-- set the text fields
member("message").text = "Click to start"
member("score").text = "0"
end
-- add a new random color to the sequence
on new_color
sequence.add(random(4))
member("score").text = string(sequence.count)
end
-- start showing the sequence to the player
on show_sequence
game_state = #showing
member("message").text = "Watch carefully"
-- tell the first button to light up
-- it will tell the next one, and so on
sendSprite(buttons[sequence[1]].spriteNum, #light_up, 1)
end
-- this is called by the last button in the sequence
on sequence_done
game_state = #playing
player_sequence = []
member("message").text = "Your turn"
end
-- this is called by the buttons when the player clicks them
on button_clicked me, button_num
-- if we're not in the right state, do nothing
if game_state <> #playing then return
player_sequence.add(button_num)
-- check if this is the right button
if sequence[player_sequence.count] <> button_num then
-- wrong button!
game_state = #game_over
member("message").text = "Game Over! Click to play again"
puppetSound("oops")
else
-- right button!
puppetSound("button" & button_num)
-- if the sequence is complete, start the next round
if player_sequence.count = sequence.count then
-- wait a second, then start the next round
startTimer(#next_round, 60, 1)
end if
end if
end
on next_round
new_color()
show_sequence()
end
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