diff --git a/README.developer b/README.developer index 54f28f6..c04bbc7 100644 --- a/README.developer +++ b/README.developer @@ -1,6 +1,6 @@ 1) Please don't change unwisely the Makefile.am in each dir as they were reworked by David Faure on 28th April 2003. -http://lists.kde.org/?l=kde-cvs&m=105151850900957&w=2 +https://lists.kde.org/?l=kde-cvs&m=105151850900957&w=2 If you use KDevelop, make sure you don't overwrite these Makefile.am with the ones from KDevelop. diff --git a/add_language b/add_language index ea88c84..6666f79 100755 --- a/add_language +++ b/add_language @@ -1,49 +1,49 @@ #!/bin/sh # Script to add a new language to khangman # Check parameters if test $# = 0 || test $# -gt 1 || test $1 = "--help" ; then echo "usage: add_language " exit fi echo "Please send your files tarred and zipped to annemarie.mahfouf@free.fr and note anything specific to your language such as special characters. Please add all special characters in a text file. Thanks a lot. The script will carry on, please just do not commit the files. Please NEVER commit in a BRANCH." # Check for valid language code all_langs=$KDEDIR/share/locale/all_languages if test -e $all_langs ; then grep -q "^\[$1\]$" $all_langs if test $? != 0 ; then echo "add_language: error: \"$1\" is not a valid language code" exit fi fi # Set up variables code=$1 dir=khangman/data lang=$dir/$code en=$dir/en # Check if directory already exists if test -e $lang ; then echo "add_language: error: \"$1\" already exists" exit fi # Create the directory and copy files to it mkdir $lang cp $dir/en/*.txt $lang sed -e "s/\/en/\/$code/" $en/Makefile.am > $lang/Makefile.am touch $dir/Makefile.am # Tell user what to do echo "The language $code has been successfully added!" echo "" echo "Please edit the following files and translate the english words and english hints:" ls $lang/*.txt echo "" echo "The files now use the kvtml format." -echo "See http://edu.kde.org/khangman/add_language.php for more information." +echo "See https://edu.kde.org/khangman/add_language.php for more information." echo "Thanks a lot for your contribution!" diff --git a/doc/index.docbook b/doc/index.docbook index c54768a..2fb8cc0 100644 --- a/doc/index.docbook +++ b/doc/index.docbook @@ -1,662 +1,662 @@ ]> The &khangman; Handbook Anne-Marie Mahfouf
&Anne-Marie.Mahfouf.mail;
20012009 &Anne-Marie.Mahfouf; &FDLNotice; 2016-04-25 3.0 (Applications 16.04) &khangman; is the classic hangman game for children. KDE kdeedu KHangMan hangman game child words
Introduction &khangman; is a game based on the well-known hangman game. It is aimed at children aged six and over. The game has several categories of words to play with and among them: Animals, Clothing, Computers, Currencies, Easy and Fruits. A word is picked at random, the letters are hidden, and you must guess the word by trying one letter after another. Each time you guess a wrong letter, part of a picture of a hangman is drawn. You must guess the word before being hanged! You have 10 tries. Using &khangman; Here's a screenshot of &khangman; when you start it for the first time &khangman; screenshot Here you can see &khangman; as it is the first time you run it. Category is Animals, language is default (English here, the default is your current &kde; language if the data exists), the theme is Notes. Any changes in category, language or theme (background) are written in the configuration file and restored in your next game. Please note how easy it is to change the theme, just click on the button on the bottom toolbar. Getting a new word and quitting the game are also easily done by clicking on the corresponding buttons on the toolbars. General usage A word is chosen and its letters are displayed as an underscore (_) symbol. You know how many letters there are in the word. You have to guess the word by trying one letter after another. You type the letter on the keyboard or select them with the &LMB;. If the letter belongs to the word the background color of the letter will change to green, otherwise to red. The letter keys in the game window allow you to play &khangman; in foreign languages without changing your keyboard layout. The word is picked at random and it is not the same as the previous word. All the words are nouns (there are no verbs or adjectives, &etc;). If you need help guessing the word, you can click on the icon in the toolbar and a hint will be displayed to give you some clue about the word. Clicking this icon again will hide the hint. Hints are not displayed by default. Usually, it is not important whether you type in lowercase or uppercase. The program converts all input into an uppercase letter. The program does that automatically. The current category, wins and losses are displayed in the window. Each time you guess a letter that is not in the word, another part of the hangman is drawn. You have 10 tries to guess the word. After that, the correct answer is displayed. There are several categories of words available, depending on the selected language. The program scans for all data files in all languages and uses &kanagram; words files as well. After a word is guessed (or the hangman is completed), you are congratulated and the next word is presented. To quit the game click the icon in the top toolbar. You type the letter you want to try on the keyboard or select it with the &LMB;. If the letter belongs to the word the key is highlighted in green and the letter its place, as many times as it appears in the word. If the letter does not belong to the word, the key is highlighted red. You have ten tries and after that you lose and the correct word is displayed. During the game, you can choose to start a new game by clicking on the on the bottom toolbar. You can also change the category of words clicking the current category. The look can easily be changed with theme button on the bottom toolbar. Playing in different languages You can play &khangman; in many languages including: Brazilian Portuguese, Bulgarian, Catalan, Czech, Danish, Dutch, English (US and GB), Finnish, French, German, Hungarian, Irish (Gaelic), Italian, Norwegian (Bokmål), Norwegian (Nynorsk), Polish, Portuguese, Romanian, Spanish, Serbian (Latin and Cyrillic), Slovenian, Tajik, Swedish, Russian and Turkish. You can even try Chinese if you install the files from &kanagram;. By default, after the first installation of &khangman;, only English and your &kde; language if it is one of the above and if you have the corresponding kde-i18n package will be installed. For example if you are a Danish user and if you have &kde; in Danish, in Language you will see two items: English and Danish and Danish will be the default. You can still play &khangman; in other languages. It is very easy to add new data in &khangman;. All you need is a working Internet connection. You click on and a dialog appears, similar to this one: The Get New Words dialog for &khangman; The Get New Words dialog for &khangman; Click on the language name you want to install and then on the Install button. If the language is successfully installed, a green tick is displayed in front of the language name and the Install turns to Uninstall. The data is immediately installed and available in &khangman;. You click on the Close button to close the Get New Words dialog (if you want another data file, you can repeat these steps). You can then easily change the language by clicking the language button and choose the new language. Please note that the special characters in a language are displayed on the keyboard. Here you see buttons with an icon of each special character per language like é in French for example. Clicking on such a button will select the corresponding letter. You can of course also use the keyboard layout corresponding to the language. A few tips In English, try to guess the vowels first. Then have a go with the most common consonants: l, t, r, n, s. When you see io, try n after that, in French and English. You have to either type the accented letters yourself or click on them. When you type a, only a is displayed and you have to type for example ã for this letter to be displayed. Did you know? In English, the most common letter is e (12.7%), followed by t (9.1%) then a (8.2%), i (7.0%) and n (6.7%). Menubar and Toolbars The Main &khangman; Window &khangman; Desert theme &khangman; Desert theme Here you have &khangman; with the Desert theme, French language and category Animaux. The special characters for French are shown here. The game has the main toolbar at the top of the window: or Start or stop a game Open the settings dialog About &khangman; About &kde; View the &khangman; handbook Download new language files from the Internet Quit &khangman; The bottom toolbar is displayed only when playing a game, if you pause the game this toolbar is hidden: - Display a hint about the word to guess A button to change the category Language selection Theme selection Reveal the word to guess Load the next word and start a new game All words are nouns. No verbs, no adjectives. The chosen category is then displayed on the statusbar. Only letters are allowed to be typed in the text box. Settings &khangman; settings &khangman; settings The Word resolve time in seconds sets the maximum allowed time for resolving the word in &khangman;. Default value is 120 seconds. Young children will need more time to understand the game, for adults reduce the resolve time to keep the game exciting. Score Multiplying Factor determines the factor by which the scores will be multiplied. If you check Sounds then a sound will be played on new game and another sound will be played when you win a game. Developer's Guide to &khangman; How to translate words in a new language for the game Please follow the procedure and then send the files tarred and gzipped to the kde-edu mailinglist. Please have a look in &khangman; in the top toolbar to see if your language is available yet. If it is, then you can check if it contains hints. The standard list words are stored in 4 separate files, so to make different categories. The files are in /khangman/data/. The file easy.kvtml is for category easy, the file medium.kvtml is for category medium, the file animals.kvtml is for category animals and the file hard.kvtml is for category hard. English is the default and thus the only language to be shipped with &khangman;. All other languages data are put in the corresponding kde-l10n module. The files use the kvtml format. The tag text is for the word and the tag comment is for the hint, those are within a entry tag. Please try to match the hint with the category of difficulty. The category Easy will require an easy hint but the category Hard will require the definition in the dictionary. Try not to use words of the same family in the hint, that would give the word away too easily! Note that you must use UTF-8 encoding when editing the files. If your editor cannot do this, try using &kwrite; or &kate;. When opening a file in &kwrite; or &kate; you can select utf8 encoding with the combo box at the top of the file open dialog. An example of a kvtml file is as follow: <?xml version="1.0"?> <DOCTYPE kvtml PUBLIC "kvtml2.dtd" -"http://edu.kde.org/kanagram/kvtml2.dtd"> +"https://edu.kde.org/kvtml/kvtml2.dtd"> <kvtml version="2.0"> <information> <generator>converter</generator> <title>Animals</title><!--Translate tag content--> <comment>Animals from across the planet</comment><!--Translate tag content--> </information> <identifiers> <identifier id="0" > <locale>en</locale> </identifier> </identifiers> ... <entry id="0" > <inactive>false</inactive> <inquery>false</inquery> <translation id="0" > <text>bear</text><!--Translate all text tags content--> <comment>Large heavy animal with thick fur</comment><!--Translate all comment tags content--> </translation> </entry> ... </kvtml> At the beginning of the file, you should translate the content of the title and the comment tags which are within the information tag. The title will be the one that will appear in the Category menu of the game (where the user chooses the file to play with). Then within the identifier tag, please put your language code instead of en in locale. Please don't translate the file name itself as filenames should never contain any special characters. Thus please save your file with the same English filename. Edit the kvtml files with a text editor (it will be easier if you use the &XML; syntax highlighting) and replace each word inside the text tag with a translated word and each hint inside a comment with a translated hint. It is not really important that the exact meaning is preserved, but try to keep the length and category of difficulty roughly the same. You can include words with white space or - in them, in that case the white space or the - will be shown instead of the _. Please contact the kde-edu mailinglist if there is anything special related to your language so I can adapt the code to it (especially the special and accented characters). You can just translate the words but you can also adapt them following the category and add new words if you want. For example, table is in category easy in English but in your language, it can be category medium. Feel free to adapt the files to your language needs. The number of words in a file is not important, you can add some if you want. Remember that all words are nouns. You can then commit your files in l10n-kf5/<lang_code>/data/kdeedu/kdeedu-data/. Do not forget to update the CMakeLists.txt file as well. Please contact the kde-edu mailinglist if you need further information. When you send the files, please do not forget to mention any special characters used in your language (put them in a text file, one per line and add this file in the tarball) and please mention any other specificity. Please never commit files in a BRANCH as it might break the game. Many thanks for your contribution! What is stored by &khangman; and where When you get a new language via Game Get Words in New Language..., the new language data is stored in $XDG_DATA_HOME/share/apps/kvtml/ in the language code folder. The available language dir names are also stored in the &khangman; config file in $XDG_DATA_HOME/share/config/khangmanrc. The provider name (i.e. the address of the website where to download the new languages) is stored in $XDG_DATA_DIRS/share/apps/khangman/khangmanrc. The English language (default) and the user language from his i18n package(s) (if available) are stored in $XDG_DATA_DIRS/share/apps/kvtml. In the configuration file, stored for each user in $XDG_DATA_HOME/share/config/khangmanrc are saved all the game settings such as the background, last category played, ... plus the files that were downloaded from the Get Hot New Stuff! dialog. Credits and License &khangman; Program copyright 2001-2007 &Anne-Marie.Mahfouf; &Anne-Marie.Mahfouf.mail; Contributors: Hangman graphics: Renaud Blanchard kisukuma@chez.com Sounds: Ludovic Grossard ludovic.grossard@libertysurf.fr Former maintainer: &Primoz.Anzur; &Primoz.Anzur.mail; Swedish data files, coding help, transparent pictures and i18n fixes: Stefan Asserhäll stefan.asserhall@telia.com Spanish data files: eXParTaKus expartakus@expartakus.com Spanish data hints: Rafael Beccar rafael.beccar@kdemail.net Danish data files: Erik Kjaer Pedersen erik@mpim-bonn.mpg.de Finnish data files: Niko Lewman niko.lewman@edu.hel.fi Brazilian Portuguese data files: João Sebastião de Oliveira Bueno gwidion@mpc.com.br Catalan data files: Antoni Bella bella5@teleline.es Italian data files: Giovanni Venturi jumpyj@tiscali.it Dutch data files: Rinse rinse@kde.nl Portuguese data files: Pedro Morais morais@kde.org Serbian (Cyrillic and Latin) data files: Chusslove Illich chaslav@sezampro.yu Slovenian data files: Jure Repinc jlp@holodeck1.com Czech data files: Lukáš Tinkl lukas@kde.org Tajik data files: Roger Kovacs rkovacs@khujand.org Norwegian (Bokmål) data files: Torger Åge Sinnes torg-a-s@online.no Hungarian data files: Tamas Szanto tszanto@mol.hu Norwegian (Nynorsk) data files: Gaute Hvoslef Kvalnes gaute@verdsveven.com Turkish data files: Mehmet Özel mehmet_ozel2003@hotmail.com Bulgarian data files: Radostin Radnev radnev@yahoo.com Irish (Gaelic) data files: Kevin Patrick Scannell scannell@slu.edu Coding help: &Robert.Gogolok; &Robert.Gogolok.mail; Coding help: Benjamin Meyer ben@meyerhome.net Code fixes: Lubos Lunàk l.lunak@kde.org Code fixes: Albert Astals Cid &Albert.Astals.Cid.mail; Usability study: Celeste Paul seele@obso1337.org Documentation copyright 2001-2007 &Anne-Marie.Mahfouf; &Anne-Marie.Mahfouf.mail; &underFDL; &underGPL; &documentation.index;
diff --git a/doc/man-khangman.6.docbook b/doc/man-khangman.6.docbook index 468f0e9..a73fc76 100644 --- a/doc/man-khangman.6.docbook +++ b/doc/man-khangman.6.docbook @@ -1,56 +1,56 @@ ]> KHangman User's Manual BenBurton &khangman; man page. bab@debian.org 2016-04-25 KDE Applications khangman 6 khangman The classical hangman game by KDE Description &khangman; is a game based on the well known hangman game. It is aimed for children 6 and above. It has several word categories like Animals, Clothing, Computers, Currencies and more.A word is picked at random and the letters are hidden. You must guess the word by trying one letter after another. Each time you guess a wrong letter, part of a picture of a hangman is drawn. You must guess the word before getting hanged! You have 10 tries.This application is part of the &kde; Edutainment module. See Also More detailed user documentation is available from help:/khangman (either enter this URL into &konqueror;, or run khelpcenter help:/khangman). -There is also further information available at the &kde; Edutainment web site. +There is also further information available at the &kde; Edutainment web site. Authors &khangman; was written by PrimozAnzur and &Anne-Marie.Mahfouf; &Anne-Marie.Mahfouf.mail; This manual page based on the one prepared by BenBurton for the Debian project. diff --git a/fonts/licenseDomesticManners.txt b/fonts/licenseDomesticManners.txt index 18d4b01..9e22eef 100644 --- a/fonts/licenseDomesticManners.txt +++ b/fonts/licenseDomesticManners.txt @@ -1,365 +1,365 @@ Domestic Manners is Copyright (C) 2003 Dustin Norlander -Homepage: http://www.cheapskatefonts.com +Homepage: https://www.cheapskatefonts.com email: dustin@dustismo.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------- GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. diff --git a/fonts/licenseDustimo.txt b/fonts/licenseDustimo.txt index 1f7ab2f..eafca42 100644 --- a/fonts/licenseDustimo.txt +++ b/fonts/licenseDustimo.txt @@ -1,365 +1,365 @@ flatline is Copyright (C) 2002 Dustin Norlander -Homepage: http://www.cheapskatefonts.com +Homepage: https://www.cheapskatefonts.com email: nutso@cheapskatefonts.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------- GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. diff --git a/org.kde.khangman.appdata.xml b/org.kde.khangman.appdata.xml index 5999530..c52f6c8 100644 --- a/org.kde.khangman.appdata.xml +++ b/org.kde.khangman.appdata.xml @@ -1,136 +1,136 @@ org.kde.khangman.desktop CC0-1.0 GPL-2.0+ KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHangMan KHengtmann ਕੇਹੈਂਗਮੈਨ KWisielec KHangMan KHangMan KHangMan KHangMan KHangMan Hänga gubben KHangMan KHangMan xxKHangManxx KHangMan 語言_KHangMan Hangman Game Igra vješala Joc del penjat Joc del penjat Hra Hangman Buchstabierspiel Hangman Game Juego del ahorcado Poomismäng Hirsipuupeli Jeu de pendu O xogo do aforcado Akasztófajáték Permainan Hangman (Algojo) Gioco dell'impiccato 행맨 게임 Budelio žaidimas Galgenmanntje-Speel Het spel Galgje Hengtmann-spel ਕੇਹੈਂਗਮੈਨ ਖੇਡ Gra w Wisielca Jogo do Enforcado Jogo da forca Игра «Виселица» Hra Hangman Igra vislic Hänga gubben-spel Adam Asmaca Oyunu Гра Hangman xxHangman Gamexx 吊颈人游戏 劊子手(hangman)遊戲

KHangMan is a game based on the well-known hangman game. It is aimed at children aged six and over. The game has several categories of words to play with, for example: Animals (animals words) and three difficulty categories: Easy, Medium and Hard. A word is picked at random, the letters are hidden, and you must guess the word by trying one letter after another. Each time you guess a wrong letter, part of a picture of a hangman is drawn. You must guess the word before being hanged! You have 10 tries.

KHangMan je igra bazirana na poznatoj igri vješala. Namijenjena je djeci uzrasta od šest i više godina. Igra ima nekoliko kategorija riječi da se igraju, na primjer: Životinje (riječi životinje ) i tri težine kategorije: lakii, srednje i teško. Riječ je izabrananasumice, slova su skrivenae, i morate pogodite reč pokušavajući jedno slovoo za drugom. Svaki put kada probate pogrešno slovo,nacrta se dio obješenog.. Morate pogoditi riječ pre nego što je obješen! Imate 10 pokušaja.

El KHangMan és un joc basat en el conegut joc del penjat. Està dirigit a infants de 6 anys o més. El joc disposa de diverses categories de paraules amb les quals jugar, per exemple: Animals (noms d'animals) i tres nivells de dificultat: fàcil, mitjà i difícil. Es tria una paraula aleatòriament, les lletres resten ocultes i s'ha d'endevinar la paraula provant una lletra rere l'altra. Cada vegada que s'escriu una lletra errònia es va dibuixant la imatge del penjat. Haureu d'endevinar-la abans de quedar penjat! Disposareu de 10 intents.

El KHangMan és un joc basat en el conegut joc del penjat. Està dirigit a infants de 6 anys o més. El joc disposa de diverses categories de paraules amb les quals jugar, per exemple: Animals (noms d'animals) i tres nivells de dificultat: fàcil, mitjà i difícil. Es tria una paraula aleatòriament, les lletres resten ocultes i s'ha d'endevinar la paraula provant una lletra rere l'altra. Cada vegada que s'escriu una lletra errònia es va dibuixant la imatge del penjat. Haureu d'endevinar-la abans de quedar penjat! Disposareu de 10 intents.

KHangMan ist ein Spiel, das auf dem wohlbekannten Galgenmännchen basiert. Es ist ein Spiel für Kinder ab 6 Jahren mit verschiedenen Wort-Kategorien, zum Beispiel Tiere (Tiernamen) und weitere drei Kategorien mit unterschiedlichen Schwierigkeitsstufen: Leicht, Mittel und Schwer. Ein Wort wird zufällig ausgewählt, die Buchstaben verdeckt und Sie müssen das Wort raten, indem Sie einen Buchstaben nach dem anderen eingeben. Jedesmal, wenn Sie einen falschen Buchstaben eingeben, wird ein weiterer Teil des Galgenmännchens gezeichnet. Sie müssen das gesuchte Wort erraten, ehe das Galgenmännchen fertig gezeichnet ist! Dafür haben Sie 10 Versuche.

KHangMan is a game based on the well-known hangman game. It is aimed at children aged six and over. The game has several categories of words to play with, for example: Animals (animals words) and three difficulty categories: Easy, Medium and Hard. A word is picked at random, the letters are hidden, and you must guess the word by trying one letter after another. Each time you guess a wrong letter, part of a picture of a hangman is drawn. You must guess the word before being hanged! You have 10 tries.

KHangMan es un juego basado en el conocido pasatiempo del ahorcado. Está dirigido a niños de seis años o más. El juego tiene varias categorías de palabras con las que jugar, por ejemplo: Animales (palabras relacionadas con animales) y tres categorías de distinta dificultad: fácil, media y difícil. Se selecciona una palabra de forma aleatoria, las letras se ocultan y se debe adivinar la palabra una letra tras otra. Cada vez que se falla en una letra, se dibuja una parte de la imagen del ahorcado. ¡Tiene que adivinar la palabra antes de que le cuelguen! Para ello tiene 10 intentos.

KHangMan tugineb tuntud poomismängule. See on mõeldud enam kui kuueaastastele lastele. Mängul on neli raskusastet (loomad ehk loomanimed, lihtne, keskmine ja raske). Sõna valitakse juhuslikult, tähed on peidetud ning sul tuleb sõna tähti ükshaaval pakkudes ära arvata. Iga kord, kui pakud vale tähe, joonistatakse poomispildile kriipsuke juurde. Nii et parem arva sõna ära, enne kui pooja oma tegevusega lõpule jõuab! Pakkuda saab 10 korda.

KHangMan perustuu tunnettuun hirsipuupeliin ja on suunnattu kuusivuotiaille sekä sitä vanhemmille lapsille. Pelissä on useita pelattavia sanaryhmiä kuten esimerkiksi eläimet (eläinsanat) sekä kolme vaikeusryhmää: helppo, keskitaso and vaikea. Sana valitaan satunnaisesti, kirjaimet piilotetaan, ja pelaajan täytyy arvata sana yrittämällä yhtä kirjainta toisen jälkeen. Jokaisesta väärin arvatusta kirjaimesta piirretään seuraava osa hirsipuuhun. Sana täytyy arvata ennen kuin tulee hirtetyksi! Pelissä on 10 yritystä.

KHangMan est un jeu de pendu. Il est conçu pour les enfants de six ans et plus. Le jeu offre plusieurs catégories de mots, par exemple les animaux, et trois niveaux de difficulté : facile, moyen et difficile. Un mot est choisi au hasard, les lettres sont cachées et vous devez deviner le mot en proposant une lettre après l'autre. À chaque fois que vous proposez une mauvaise lettre, une partie du dessin du pendu est affichée. Vous devez deviner le mot avant d'être pendu ! Vous avez 10 essais.

KHangMan é un xogo baseado no coñecido xogo do enforcado. Está dirixido a rapaces de seis anos para riba. O xogo ten varias categorías de palabras coas que xogar (por exemplo «Animais», palabras relacionadas con animais) e tres categorías de dificultade: doado, medio e difícil.Escóllese unha palabra ao chou, agóchanse as letras e hai que adiviñar a palabra intentando letra a letra. Cada vez que se propón unha letra errada, debúxase unha parte dunha imaxe dun enforcado. Hai que adiviñar a palabra antes de que che colguen! Tes dez intentos.

KHangMan adalah permainan yang didasarkan pada permainan hangman (algojo) yang terkenal. Ini ditujukan untuk anak-anak berusia enam tahun ke atas. Permainan ini memiliki beberapa kategori kata untuk dimainkan, misalnya: Hewan (nama-nama binatang) dan tiga kategori kesulitan: Mudah, Sedang dan Sukar. Sebuah kata dipilih secara acak, huruf-hurufnya disembunyikan, dan kamu harus menebak kata itu dengan mencoba huruf satu demi satu. Setiap kali kamu menebak huruf yang salah, bagian dari gambar algojo digambari. Kamu harus menebak kata sebelum digantung! Kamu memiliki 10 percobaan.

KHangMan è basato sul ben noto gioco dell'impiccato. È pensato per i bambini da sei anni in su. Il gioco ha diverse categorie di parole con cui giocare tra cui Animali (parole di animali) e tre livelli di difficoltà: facile, medio e difficile. Una parola è scelta a caso, le lettere sono nascoste, e bisogna indovinare la parola provando una lettera alla volta. Ogni volta che provi una lettera sbagliata, compare parte dell'immagine di un impiccato. Devi indovinare la parola prima di farti impiccare! Hai a disposizione dieci tentativi.

KHangMan is en Speel, dat op dat begäng Speel „Galgenraden“ opbuut. Dat is för Kinners vun söss Johr af. Dat Speel hett en Reeg Woortkategorien, so as „Deerten“, un de dree Swoorheitstopen „Eenfach“, „Middel“ un „Swoor“. Dat Woort warrt tofällig utsöcht, de Bookstaven sünd toeerst versteken, un Du muttst de an na den annern raden. Raadst Du verkehrt, warrt en mehr Deel vun den Mann an'n Galgen maalt. Du muttst dat Woort raadt hebben, ehr he fardig is! Du hest 10 Versöök.

KHangMan is een spel dat is gebaseerd op het welbekende galgje. Het richt zich op kinderen van zes jaar en ouder. Het spel kent verschillende categorieën te spelen woorden waaronder: Dieren (dierenwoorden) en drie moeilijkheidsgraden, Eenvoudig, Middel en Moeilijk. Woorden worden willekeurig gekozen en de letters ervan worden verborgen. U raadt het woord door een voor een letters op te geven. Telkens als u een verkeerde letter raadt wordt er een gedeelte van de galg-afbeelding getekend. U moet het woord raden voordat u wordt opgehangen! U hebt 10 pogingen.

KWisielec jest grą opartą na dobrze znanej grze w wisielca. Skierowana jest do dzieci w wieku powyżej sześciu lat. Gra ma kilka kategorii słów, którymi można zagrać, na przykład: Zwierzęta (słowa zwierzęce) i trzy kategorie trudności: Łatwa, Średnia i Trudna. Słowo jest wybierane losowo, litery są schowane, a ty musisz odgadnąć słowo próbując literkę po literce. Za każdym razem, gdy źle odgadniesz literkę, rysowana jest część wisielca. Musisz odgadnąć słowo przed powieszeniem! Masz 10 podejść.

O KHangMan é um jogo baseado no conhecido jogo da forca. Destina-se a crianças com seis ou mais anos. O jogo tem diversas categorias de palavras com as quais jogar, como por exemplo: Animais (palavras de animais) e três categorias de dificuldade: Fácil, Médio e Difícil. É escolhida uma palavra de forma aleatória, as letras são escondidas e deverá adivinhar a palavra, escrevendo para tal uma letra após outra. De cada vez que errar uma letra, é desenhada parte da figura de um enforcado. Deverá desenhar a palavra antes que o enforcado fique completo! Tem 10 tentativas.

KHangMan é um jogo baseado no conhecido jogo da forca. É destinado às crianças com seis ou mais anos. O jogo tem diversas categorias de palavras com as quais jogar, como por exemplo: Animais (palavras de animais) e três categorias de dificuldade: Fácil, Médio e Difícil. Uma palavra é escolhida aleatoriamente, sendo ocultas as suas letras, para que você possa adivinhar a palavra, digitando uma letra após a outra. Cada vez que escolher uma letra errada, é desenhada uma parte de um enforcado. Você deverá adivinhar a palavra antes de ficar enforcado! Você tem 10 tentativas.

KHangMan — игра, основанная на известной игре «Виселица». Она рассчитана на детей в возрасте 6 лет и старше. В игру входит несколько тематических наборов слов (например, «Животные» — названия животных), а также три набора слов разного уровня сложности («Простой», «Средний» и «Сложный»). Слова выбираются случайным образом, буквы закрыты: необходимо угадать слово, проверяя букву за буквой. Если буквы нет в слове, дорисовывается часть изображения виселицы. Слово нужно угадать до того, как виселица будет нарисована целиком! На угадывание слова даётся 10 попыток.

KHangMan je hra založená na známej hre Kat. Je určená pre deti od 6 rokov. Hra má niekoľko kategórií slov na hranie, napríklad zvieratá a tri stupne obtiažnosti: ľahká, stredná a ťažká. Slová sa vyberajú náhodne, písmená sa skryjú a musíte uhádnuť slovo skúšaním jedného písmena za druhým. Vždy keď neuhádnete písmeno, nakreslí sa časť obrázku kata. Musíte uhádnuť slovo skôr, ako vás kat popraví! Máte 10 pokusov.

KHangMan je igra, ki temelji na dobro poznani igri vislic. Ciljna starostna skupina so otroci starejši od pet let. Igra ima številne kategorije besed (npr. Živali) in tri težavnostne stopnje: Lahko, Srednje in Težko. Beseda je naključno izbrana, črke so skrite, igralec pa mora besedo uganiti tako da posamično ugiba črke. Vsakič, ko je izbrana črka napačna, je izrisan del vislic. Besedo morate rešiti preden vas obesijo, pri tem pa vam je na voljo 10 poskusov.

Hänga gubben är ett spel baserat på det välkända Hänga gubben spelet. Det är avsett för barn i åldrarna sex och uppåt. Spelet har flera ordkategorier att spela med, däribland Djur (djurord), och tre svårighetsnivåer: Lätt, Normal och Svår. Ett ord väljes slumpmässigt, bokstäverna är dolda och du måste gissa ordet genom att försöka med en bokstav i taget. Varje gång du gissar fel bokstav, ritas en del av bilden av en hängd gubbe. Du måste gissa ordet innan du blir hängd! Du har tio försök.

KHangMan, iyi bilinen adam asmaca oyununa dayanır. Altı yaş ve üzeri çocuklara yöneliktir. Oyunun Hayvanlar (hayvan kelimeleri) gibi çeşitli kelime kategorileri ve Kolay, Orta ve Zor olmak üzere üç zorluk seviyesi vardır. Bir kelime harfleri gizli bir şekilde rasgele seçilir ve harf harf kelimeyi tahmin etmeniz gerekir. Her hatalı harf tahmininizde asılan adamın bir parçası çizilir. Tamamen asılmadan kelimeyi tahmin etmeniz gerekir. 10 deneme hakkınız vardır.

KHangMan — це гра, заснована на відомій грі у ката. Її призначено для дітей віком від шести років. У грі є декілька категорій слів, зокрема Тварини (назви тварин), і три категорії складності: Проста, Середня і Складна. Слово вибирається випадковим чином, і всі його літери на початку сховані від вас. Ви повинні вгадати слово, послідовно намагаючись вгадати його літери. Кожного разу, коли ви називатимете літеру, якої у слові немає, домальовуватиметься частина зображення людини на шибениці. Ви повинні вгадати слово, перш ніж вас повісять! У вас десять спроб.

xxKHangMan is a game based on the well-known hangman game. It is aimed at children aged six and over. The game has several categories of words to play with, for example: Animals (animals words) and three difficulty categories: Easy, Medium and Hard. A word is picked at random, the letters are hidden, and you must guess the word by trying one letter after another. Each time you guess a wrong letter, part of a picture of a hangman is drawn. You must guess the word before being hanged! You have 10 tries.xx

KHangMan 是一套基於廣為人知的劊子手遊戲 hangman 的遊戲。目標是讓六歲以上的孩子們學習單字。這個遊戲有一些不同類別的單字,例如動物(跟動物相關的單字),有三種不同困難等級。隨機選取單字,但將字母隱藏,您必須一個個猜測字母。每次猜錯,就會劃出一部份被吊住的人,必須在人被吊死之前猜對!您會有十次機會。

- http://edu.kde.org/khangman/ + https://edu.kde.org/khangman/ https://bugs.kde.org/enter_bug.cgi?format=guided&product=khangman - http://docs.kde.org/stable/en/kdeedu/khangman/index.html + https://docs.kde.org/stable/en/kdeedu/khangman/index.html https://www.kde.org/community/donations/?app=khangman&source=appdata Playing KHangMan Jugant al KHangMan Jugant al KHangMan Hraní KHangMan KHangMan spielen Playing KHangMan Jugando a KHangMan KHangManis mängimine Partie de KHangMan en cours Xogando a KHangMan Memainkan KHangMan Giocare con KHangMan KHangMan spelen ਕੇਹੈਂਗਮੈਨ ਖੇਡਣਾ Granie w KWisielec A jogar ao KHangMan Jogando o KHangMan Spela Hänga gubben Гра у KHangMan xxPlaying KHangManxx 正在玩 KHangMan KHangMan 遊玩畫面 - http://kde.org/images/screenshots/khangman.png + https://kde.org/images/screenshots/khangman.png KDE khangman
diff --git a/src/khangman.knsrc b/src/khangman.knsrc index d196d55..57427c2 100644 --- a/src/khangman.knsrc +++ b/src/khangman.knsrc @@ -1,12 +1,12 @@ [KNewStuff2] -ProvidersUrl=http://edu.kde.org/khangman/downloads/providers.xml +ProvidersUrl=https://edu.kde.org/khangman/downloads/providers.xml TargetDir=apps/kvtml/ Uncompress=true [KNewStuff3] -ProvidersUrl=http://download.kde.org/ocs/providers.xml +ProvidersUrl=https://download.kde.org/ocs/providers.xml Categories=KHangMan UploadCategories=KHangMan TargetDir=apps/kvtml Uncompress=never AcceptHtmlDownloads=true diff --git a/src/main.cpp b/src/main.cpp index ab8a059..9d5db42 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,156 +1,156 @@ /************************************************************************************* * Copyright (C) 2001-2009 Anne-Marie Mahfouf * * Copyright (C) 2014 Rahul Chowdhury * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the Free Software * * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * *************************************************************************************/ #include "khangman.h" #include "khangman_version.h" #include #include #include #include #include #include #include #include #include static const char description[] = I18N_NOOP("Classical hangman game by KDE"); int main(int argc, char **argv) { QApplication app(argc, argv); QStringList configFiles; configFiles << QStringLiteral("khangmanrc"); Kdelibs4ConfigMigrator migrator(QStringLiteral("khangman")); migrator.setConfigFiles(configFiles); migrator.migrate(); KLocalizedString::setApplicationDomain("khangman"); QApplication::setApplicationName(QStringLiteral("khangman")); QApplication::setApplicationVersion(QStringLiteral(KHANGMAN_VERSION_STRING)); QApplication::setOrganizationDomain(QStringLiteral("kde.org")); QApplication::setApplicationDisplayName(i18n("KHangMan")); QApplication::setWindowIcon(QIcon::fromTheme(QStringLiteral("khangman"))); app.connect(&app, &QGuiApplication::lastWindowClosed, &app, &QCoreApplication::quit); KAboutData aboutData(I18N_NOOP("khangman"), i18n("KHangMan"), QStringLiteral(KHANGMAN_VERSION_STRING), i18n(description), KAboutLicense::GPL, i18n("(c) 2001-2011, Anne-Marie Mahfouf")); aboutData.addAuthor(i18n("Primoz Anzur"), i18n("Previous maintainer"), QStringLiteral("zerokode@gmx.net")); // Write the names with accents and all and this file save with // utf8 encoding. aboutData.addAuthor(i18n("Anne-Marie Mahfouf"), i18n("Original Author"), - QStringLiteral("annma@kde.org"), QStringLiteral("http://annma.blogspot.com"), QStringLiteral("annma")); + QStringLiteral("annma@kde.org"), QStringLiteral("https://annma.blogspot.com"), QStringLiteral("annma")); aboutData.addAuthor(i18n("Rahul Chowdhury"), i18n("Developer"), - QStringLiteral("rahul.chowdhury@kdemail.net"), QStringLiteral("http://rahulc93.wordpress.com/"), QStringLiteral("rahulch")); + QStringLiteral("rahul.chowdhury@kdemail.net"), QStringLiteral("https://rahulc93.wordpress.com/"), QStringLiteral("rahulch")); aboutData.addCredit(i18n("Stefan Böhmann"), - i18n("Coding help"), QStringLiteral("kde@hilefoks.org"), QStringLiteral("http://www.hilefoks.org"), QStringLiteral("hilefoks")); + i18n("Coding help"), QStringLiteral("kde@hilefoks.org")); aboutData.addCredit(i18n("Stefan Asserhäll"), i18n("Swedish data files, coding help, transparent pictures and i18n fixes"), QStringLiteral("stefan.asserhall@telia.com")); aboutData.addCredit(i18n("eXParTaKus"), i18n("Spanish data files"), QStringLiteral("expartakus@expartakus.com")); aboutData.addCredit(i18n("Erik Kjær Pedersenn"), i18n("Danish data files"), QStringLiteral("erik@mpim-bonn.mpg.de") ); aboutData.addCredit(i18n("Niko Lewman"), i18n("Finnish data files"), QStringLiteral("niko.lewman@edu.hel.fi") ); aboutData.addCredit(i18n("João Sebastião de Oliveira Bueno"), i18n("Brazilian Portuguese data files"), QStringLiteral("gwidion@mpc.com.br") ); aboutData.addCredit(i18n("Antoni Bella"), i18n("Catalan data files"), QStringLiteral("bella5@teleline.es")); aboutData.addCredit(i18n("Giovanni Venturi"), i18n("Italian data files"), QStringLiteral("jumpyj@tiscali.it")); aboutData.addCredit(i18n("Rinse"), i18n("Dutch data files"), QStringLiteral("rinse@kde.nl")); aboutData.addCredit(i18n("Lukáš Tinkl"), i18n("Czech data files"), QStringLiteral("lukas@kde.org")); aboutData.addCredit(i18n("Kristóf Kiszel"), i18n("Hungarian data files"), QStringLiteral("ulysses@kubuntu.org")); aboutData.addCredit(i18n("Torger Åge Sinnes"), i18n("Norwegian (Bokmål) data files"), QStringLiteral("org-a-s@online.no")); aboutData.addCredit(i18n("Roger Kovacs"), i18n("Tajik data files"), QStringLiteral("rkovacs@khujand.org")); aboutData.addCredit(i18n("Chusslove Illich"), i18n("Serbian (Cyrillic and Latin) data files"), QStringLiteral("chaslav@sezampro.yu")); aboutData.addCredit(i18n("Jure Repinc"), i18n("Slovenian data files"), QStringLiteral("jlp@holodeck1.com")); aboutData.addCredit(i18n("Pedro Morais"), i18n("Portuguese data files"), QStringLiteral("Morais@kde.org")); aboutData.addCredit(i18n("Gaute Hvoslef Kvalnes"), i18n("Norwegian (Nynorsk) data files"), QStringLiteral("gaute@verdsveven.com")); aboutData.addCredit(i18n("Mehmet Özel"), i18n("Turkish data files"), QStringLiteral("mehmet_ozel2003@hotmail.com")); aboutData.addCredit(i18n("Черепанов Андрей"), i18n("Russian data files"), QStringLiteral("sibskull@mail.ru")); aboutData.addCredit(i18n("Radostin Radnev"), i18n("Bulgarian data files"), QStringLiteral("radnev@yahoo.com")); aboutData.addCredit(i18n("Kevin Patrick Scannell"), i18n("Irish (Gaelic) data files"), QStringLiteral("scannell@slu.edu")); aboutData.addCredit(i18n("Matt Howe"), i18n("Softer Hangman Pictures"), QStringLiteral("mdhowe@bigfoot.com")); aboutData.addCredit(i18n("Benjamin Meyer"), i18n("Coding help"), QStringLiteral("ben@meyerhome.net")); aboutData.addCredit(i18n("Robert Gogolok"), i18n("Coding help"), QStringLiteral("robertgogolok@gmx.de")); aboutData.addCredit(i18n("Lubos Lunàk"), i18n("Coding help"), QStringLiteral("l.lunak@kde.org")); aboutData.addCredit(i18n("Albert Astals Cid"), i18n("Coding help, fixed a lot of things"), QStringLiteral("aacid@kde.org")); aboutData.addCredit(i18n("Peter Hedlund"), i18n("Code for generating icons for the characters toolbar"), QStringLiteral("peter.hedlund@kdemail.net")); aboutData.addCredit(i18n("Inge Wallin"), i18n("Code cleaning"), QStringLiteral("inge@lysator.liu.se")); aboutData.setTranslator(i18nc("NAME OF TRANSLATORS", "Your names"), i18nc("EMAIL OF TRANSLATORS", "Your emails")); KAboutData::setApplicationData(aboutData); KCrash::initialize(); QFont f(QStringLiteral("Domestic Manners"), 12, QFont::Normal, true); if (!QFontInfo(f).exactMatch()) { QFontDatabase::addApplicationFont(QStandardPaths::locate(QStandardPaths::DataLocation, QStringLiteral("fonts/Domestic_Manners.ttf"))); } QFont fd(QStringLiteral("Dustismo Roman"), 12, QFont::Normal, true); if (!QFontInfo(fd).exactMatch()) { QFontDatabase::addApplicationFont(QStandardPaths::locate(QStandardPaths::DataLocation, QStringLiteral("fonts/Dustismo_Roman.ttf"))); } KHangMan hangman; QObject::connect(hangman.getEngine(), &QQmlEngine::quit, &app, &QCoreApplication::quit); hangman.show(); return app.exec(); } // kate: space-indent on; tab-width 4; indent-width 4; mixed-indent off; replace-tabs on; // vim: set et sw=4 ts=4 cino=l1,cs,U1: