644 lines
23 KiB
JavaScript
644 lines
23 KiB
JavaScript
// === MODULE WHACK-A-MOLE HARD ===
|
||
|
||
class WhackAMoleHardGame {
|
||
constructor(options) {
|
||
this.container = options.container;
|
||
this.content = options.content;
|
||
this.onScoreUpdate = options.onScoreUpdate || (() => {});
|
||
this.onGameEnd = options.onGameEnd || (() => {});
|
||
|
||
// État du jeu
|
||
this.score = 0;
|
||
this.errors = 0;
|
||
this.maxErrors = 5;
|
||
this.gameTime = 60; // 60 secondes
|
||
this.timeLeft = this.gameTime;
|
||
this.isRunning = false;
|
||
this.gameMode = 'translation'; // 'translation', 'image', 'sound'
|
||
|
||
// Configuration des taupes
|
||
this.holes = [];
|
||
this.activeMoles = [];
|
||
this.moleAppearTime = 3000; // 3 secondes d'affichage (plus long)
|
||
this.spawnRate = 2000; // Nouvelle vague toutes les 2 secondes
|
||
this.molesPerWave = 3; // 3 taupes par vague
|
||
|
||
// Timers
|
||
this.gameTimer = null;
|
||
this.spawnTimer = null;
|
||
|
||
// Vocabulaire pour ce jeu - adapté pour le nouveau système
|
||
this.vocabulary = this.extractVocabulary(this.content);
|
||
this.currentWords = [];
|
||
this.targetWord = null;
|
||
|
||
// Système de garantie pour le mot cible
|
||
this.spawnsSinceTarget = 0;
|
||
this.maxSpawnsWithoutTarget = 10; // Le mot cible doit apparaître dans les 10 prochaines taupes (1/10 chance)
|
||
|
||
this.init();
|
||
}
|
||
|
||
init() {
|
||
// Vérifier que nous avons du vocabulaire
|
||
if (!this.vocabulary || this.vocabulary.length === 0) {
|
||
console.error('Aucun vocabulaire disponible pour Whack-a-Mole');
|
||
this.showInitError();
|
||
return;
|
||
}
|
||
|
||
this.createGameBoard();
|
||
this.createGameUI();
|
||
this.setupEventListeners();
|
||
}
|
||
|
||
showInitError() {
|
||
this.container.innerHTML = `
|
||
<div class="game-error">
|
||
<h3>❌ Erreur de chargement</h3>
|
||
<p>Ce contenu ne contient pas de vocabulaire compatible avec Whack-a-Mole.</p>
|
||
<p>Le jeu nécessite des mots avec leurs traductions.</p>
|
||
<button onclick="AppNavigation.goBack()" class="back-btn">← Retour</button>
|
||
</div>
|
||
`;
|
||
}
|
||
|
||
createGameBoard() {
|
||
this.container.innerHTML = `
|
||
<div class="whack-game-wrapper">
|
||
<!-- Mode Selection -->
|
||
<div class="mode-selector">
|
||
<button class="mode-btn active" data-mode="translation">
|
||
🔤 Translation
|
||
</button>
|
||
<button class="mode-btn" data-mode="image">
|
||
🖼️ Image (soon)
|
||
</button>
|
||
<button class="mode-btn" data-mode="sound">
|
||
🔊 Sound (soon)
|
||
</button>
|
||
</div>
|
||
|
||
<!-- Game Info -->
|
||
<div class="game-info">
|
||
<div class="game-stats">
|
||
<div class="stat-item">
|
||
<span class="stat-value" id="time-left">${this.timeLeft}</span>
|
||
<span class="stat-label">Time</span>
|
||
</div>
|
||
<div class="stat-item">
|
||
<span class="stat-value" id="errors-count">${this.errors}</span>
|
||
<span class="stat-label">Errors</span>
|
||
</div>
|
||
<div class="stat-item">
|
||
<span class="stat-value" id="target-word">---</span>
|
||
<span class="stat-label">Find</span>
|
||
</div>
|
||
</div>
|
||
<div class="game-controls">
|
||
<button class="control-btn" id="start-btn">🎮 Start</button>
|
||
<button class="control-btn" id="pause-btn" disabled>⏸️ Pause</button>
|
||
<button class="control-btn" id="restart-btn">🔄 Restart</button>
|
||
</div>
|
||
</div>
|
||
|
||
<!-- Game Board -->
|
||
<div class="whack-game-board hard-mode" id="game-board">
|
||
<!-- Les trous seront générés ici (5x3 = 15 trous) -->
|
||
</div>
|
||
|
||
<!-- Feedback Area -->
|
||
<div class="feedback-area" id="feedback-area">
|
||
<div class="instruction">
|
||
Select a mode and click Start!
|
||
</div>
|
||
</div>
|
||
</div>
|
||
`;
|
||
|
||
this.createHoles();
|
||
}
|
||
|
||
createHoles() {
|
||
const gameBoard = document.getElementById('game-board');
|
||
gameBoard.innerHTML = '';
|
||
|
||
for (let i = 0; i < 15; i++) { // 5x3 = 15 trous
|
||
const hole = document.createElement('div');
|
||
hole.className = 'whack-hole';
|
||
hole.dataset.holeId = i;
|
||
|
||
hole.innerHTML = `
|
||
<div class="whack-mole" data-hole="${i}">
|
||
<div class="word"></div>
|
||
</div>
|
||
`;
|
||
|
||
gameBoard.appendChild(hole);
|
||
this.holes.push({
|
||
element: hole,
|
||
mole: hole.querySelector('.whack-mole'),
|
||
wordElement: hole.querySelector('.word'),
|
||
isActive: false,
|
||
word: null,
|
||
timer: null
|
||
});
|
||
}
|
||
}
|
||
|
||
createGameUI() {
|
||
// Les éléments UI sont déjà créés dans createGameBoard
|
||
}
|
||
|
||
setupEventListeners() {
|
||
// Mode selection
|
||
document.querySelectorAll('.mode-btn').forEach(btn => {
|
||
btn.addEventListener('click', (e) => {
|
||
if (this.isRunning) return;
|
||
|
||
document.querySelectorAll('.mode-btn').forEach(b => b.classList.remove('active'));
|
||
btn.classList.add('active');
|
||
this.gameMode = btn.dataset.mode;
|
||
|
||
if (this.gameMode !== 'translation') {
|
||
this.showFeedback('This mode will be available soon!', 'info');
|
||
// Return to translation mode
|
||
document.querySelector('.mode-btn[data-mode="translation"]').classList.add('active');
|
||
btn.classList.remove('active');
|
||
this.gameMode = 'translation';
|
||
}
|
||
});
|
||
});
|
||
|
||
// Game controls
|
||
document.getElementById('start-btn').addEventListener('click', () => this.start());
|
||
document.getElementById('pause-btn').addEventListener('click', () => this.pause());
|
||
document.getElementById('restart-btn').addEventListener('click', () => this.restart());
|
||
|
||
// Mole clicks
|
||
this.holes.forEach((hole, index) => {
|
||
hole.mole.addEventListener('click', () => this.hitMole(index));
|
||
});
|
||
}
|
||
|
||
start() {
|
||
if (this.isRunning) return;
|
||
|
||
this.isRunning = true;
|
||
this.score = 0;
|
||
this.errors = 0;
|
||
this.timeLeft = this.gameTime;
|
||
|
||
this.updateUI();
|
||
this.setNewTarget();
|
||
this.startTimers();
|
||
|
||
document.getElementById('start-btn').disabled = true;
|
||
document.getElementById('pause-btn').disabled = false;
|
||
|
||
this.showFeedback(`Find the word: "${this.targetWord.french}"`, 'info');
|
||
|
||
// Show loaded content info
|
||
const contentName = this.content.name || 'Content';
|
||
console.log(`🎮 Whack-a-Mole started with: ${contentName} (${this.vocabulary.length} words)`);
|
||
}
|
||
|
||
pause() {
|
||
if (!this.isRunning) return;
|
||
|
||
this.isRunning = false;
|
||
this.stopTimers();
|
||
this.hideAllMoles();
|
||
|
||
document.getElementById('start-btn').disabled = false;
|
||
document.getElementById('pause-btn').disabled = true;
|
||
|
||
this.showFeedback('Game paused', 'info');
|
||
}
|
||
|
||
restart() {
|
||
this.stopWithoutEnd(); // Arrêter sans déclencher la fin de jeu
|
||
this.resetGame();
|
||
setTimeout(() => this.start(), 100);
|
||
}
|
||
|
||
stop() {
|
||
this.stopWithoutEnd();
|
||
this.onGameEnd(this.score); // Déclencher la fin de jeu seulement ici
|
||
}
|
||
|
||
stopWithoutEnd() {
|
||
this.isRunning = false;
|
||
this.stopTimers();
|
||
this.hideAllMoles();
|
||
|
||
document.getElementById('start-btn').disabled = false;
|
||
document.getElementById('pause-btn').disabled = true;
|
||
}
|
||
|
||
resetGame() {
|
||
// S'assurer que tout est complètement arrêté
|
||
this.stopWithoutEnd();
|
||
|
||
// Reset de toutes les variables d'état
|
||
this.score = 0;
|
||
this.errors = 0;
|
||
this.timeLeft = this.gameTime;
|
||
this.isRunning = false;
|
||
this.targetWord = null;
|
||
this.activeMoles = [];
|
||
this.spawnsSinceTarget = 0; // Reset du compteur de garantie
|
||
|
||
// S'assurer que tous les timers sont bien arrêtés
|
||
this.stopTimers();
|
||
|
||
// Reset UI
|
||
this.updateUI();
|
||
this.onScoreUpdate(0);
|
||
|
||
// Clear feedback
|
||
document.getElementById('target-word').textContent = '---';
|
||
this.showFeedback('Select a mode and click Start!', 'info');
|
||
|
||
// Reset buttons
|
||
document.getElementById('start-btn').disabled = false;
|
||
document.getElementById('pause-btn').disabled = true;
|
||
|
||
// Clear all holes avec vérification
|
||
this.holes.forEach(hole => {
|
||
if (hole.timer) {
|
||
clearTimeout(hole.timer);
|
||
hole.timer = null;
|
||
}
|
||
hole.isActive = false;
|
||
hole.word = null;
|
||
if (hole.wordElement) {
|
||
hole.wordElement.textContent = '';
|
||
}
|
||
if (hole.mole) {
|
||
hole.mole.classList.remove('active', 'hit');
|
||
}
|
||
});
|
||
|
||
console.log('🔄 Game completely reset');
|
||
}
|
||
|
||
startTimers() {
|
||
// Timer principal du jeu
|
||
this.gameTimer = setInterval(() => {
|
||
this.timeLeft--;
|
||
this.updateUI();
|
||
|
||
if (this.timeLeft <= 0 && this.isRunning) {
|
||
this.stop();
|
||
}
|
||
}, 1000);
|
||
|
||
// Timer d'apparition des taupes
|
||
this.spawnTimer = setInterval(() => {
|
||
if (this.isRunning) {
|
||
this.spawnMole();
|
||
}
|
||
}, this.spawnRate);
|
||
|
||
// Première taupe immédiate
|
||
setTimeout(() => this.spawnMole(), 500);
|
||
}
|
||
|
||
stopTimers() {
|
||
if (this.gameTimer) {
|
||
clearInterval(this.gameTimer);
|
||
this.gameTimer = null;
|
||
}
|
||
if (this.spawnTimer) {
|
||
clearInterval(this.spawnTimer);
|
||
this.spawnTimer = null;
|
||
}
|
||
}
|
||
|
||
spawnMole() {
|
||
// Mode Hard: Spawn 3 taupes à la fois
|
||
this.spawnMultipleMoles();
|
||
}
|
||
|
||
spawnMultipleMoles() {
|
||
// Trouver tous les trous libres
|
||
const availableHoles = this.holes.filter(hole => !hole.isActive);
|
||
|
||
// Spawn jusqu'à 3 taupes (ou moins si pas assez de trous libres)
|
||
const molesToSpawn = Math.min(this.molesPerWave, availableHoles.length);
|
||
|
||
if (molesToSpawn === 0) return;
|
||
|
||
// Mélanger les trous disponibles
|
||
const shuffledHoles = this.shuffleArray(availableHoles);
|
||
|
||
// Spawn les taupes
|
||
for (let i = 0; i < molesToSpawn; i++) {
|
||
const hole = shuffledHoles[i];
|
||
const holeIndex = this.holes.indexOf(hole);
|
||
|
||
// Choisir un mot selon la stratégie de garantie
|
||
const word = this.getWordWithTargetGuarantee();
|
||
|
||
// Activer la taupe avec un petit délai pour un effet visuel
|
||
setTimeout(() => {
|
||
if (this.isRunning && !hole.isActive) {
|
||
this.activateMole(holeIndex, word);
|
||
}
|
||
}, i * 200); // Délai de 200ms entre chaque taupe
|
||
}
|
||
}
|
||
|
||
getWordWithTargetGuarantee() {
|
||
// Incrémenter le compteur de spawns depuis le dernier mot cible
|
||
this.spawnsSinceTarget++;
|
||
|
||
// Si on a atteint la limite, forcer le mot cible
|
||
if (this.spawnsSinceTarget >= this.maxSpawnsWithoutTarget) {
|
||
console.log(`🎯 Spawn forcé du mot cible après ${this.spawnsSinceTarget} tentatives`);
|
||
this.spawnsSinceTarget = 0;
|
||
return this.targetWord;
|
||
}
|
||
|
||
// Sinon, 10% de chance d'avoir le mot cible (1/10 au lieu de 1/2)
|
||
if (Math.random() < 0.1) {
|
||
console.log('🎯 Spawn naturel du mot cible (1/10)');
|
||
this.spawnsSinceTarget = 0;
|
||
return this.targetWord;
|
||
} else {
|
||
return this.getRandomWord();
|
||
}
|
||
}
|
||
|
||
activateMole(holeIndex, word) {
|
||
const hole = this.holes[holeIndex];
|
||
if (hole.isActive) return;
|
||
|
||
hole.isActive = true;
|
||
hole.word = word;
|
||
hole.wordElement.textContent = word.english;
|
||
hole.mole.classList.add('active');
|
||
|
||
// Ajouter à la liste des taupes actives
|
||
this.activeMoles.push(holeIndex);
|
||
|
||
// Timer pour faire disparaître la taupe
|
||
hole.timer = setTimeout(() => {
|
||
this.deactivateMole(holeIndex);
|
||
}, this.moleAppearTime);
|
||
}
|
||
|
||
deactivateMole(holeIndex) {
|
||
const hole = this.holes[holeIndex];
|
||
if (!hole.isActive) return;
|
||
|
||
hole.isActive = false;
|
||
hole.word = null;
|
||
hole.wordElement.textContent = '';
|
||
hole.mole.classList.remove('active');
|
||
|
||
if (hole.timer) {
|
||
clearTimeout(hole.timer);
|
||
hole.timer = null;
|
||
}
|
||
|
||
// Retirer de la liste des taupes actives
|
||
const activeIndex = this.activeMoles.indexOf(holeIndex);
|
||
if (activeIndex > -1) {
|
||
this.activeMoles.splice(activeIndex, 1);
|
||
}
|
||
}
|
||
|
||
hitMole(holeIndex) {
|
||
if (!this.isRunning) return;
|
||
|
||
const hole = this.holes[holeIndex];
|
||
if (!hole.isActive || !hole.word) return;
|
||
|
||
const isCorrect = hole.word.french === this.targetWord.french;
|
||
|
||
if (isCorrect) {
|
||
// Bonne réponse
|
||
this.score += 10;
|
||
this.deactivateMole(holeIndex);
|
||
this.setNewTarget();
|
||
this.showScorePopup(holeIndex, '+10', true);
|
||
this.showFeedback(`Well done! Now find: "${this.targetWord.french}"`, 'success');
|
||
|
||
// Success animation
|
||
hole.mole.classList.add('hit');
|
||
setTimeout(() => hole.mole.classList.remove('hit'), 500);
|
||
|
||
} else {
|
||
// Wrong answer
|
||
this.errors++;
|
||
this.score = Math.max(0, this.score - 2);
|
||
this.showScorePopup(holeIndex, '-2', false);
|
||
this.showFeedback(`Oops! "${hole.word.french}" ≠ "${this.targetWord.french}"`, 'error');
|
||
}
|
||
|
||
this.updateUI();
|
||
this.onScoreUpdate(this.score);
|
||
|
||
// Check game end by errors
|
||
if (this.errors >= this.maxErrors) {
|
||
this.showFeedback('Too many errors! Game over.', 'error');
|
||
setTimeout(() => {
|
||
if (this.isRunning) { // Check if game is still running
|
||
this.stop();
|
||
}
|
||
}, 1500);
|
||
}
|
||
}
|
||
|
||
setNewTarget() {
|
||
// Choisir un nouveau mot cible
|
||
const availableWords = this.vocabulary.filter(word =>
|
||
!this.activeMoles.some(moleIndex =>
|
||
this.holes[moleIndex].word &&
|
||
this.holes[moleIndex].word.english === word.english
|
||
)
|
||
);
|
||
|
||
if (availableWords.length > 0) {
|
||
this.targetWord = availableWords[Math.floor(Math.random() * availableWords.length)];
|
||
} else {
|
||
this.targetWord = this.vocabulary[Math.floor(Math.random() * this.vocabulary.length)];
|
||
}
|
||
|
||
// Reset du compteur pour le nouveau mot cible
|
||
this.spawnsSinceTarget = 0;
|
||
console.log(`🎯 Nouveau mot cible: ${this.targetWord.english} -> ${this.targetWord.french}`);
|
||
|
||
document.getElementById('target-word').textContent = this.targetWord.french;
|
||
}
|
||
|
||
getRandomWord() {
|
||
return this.vocabulary[Math.floor(Math.random() * this.vocabulary.length)];
|
||
}
|
||
|
||
hideAllMoles() {
|
||
this.holes.forEach((hole, index) => {
|
||
if (hole.isActive) {
|
||
this.deactivateMole(index);
|
||
}
|
||
});
|
||
this.activeMoles = [];
|
||
}
|
||
|
||
showScorePopup(holeIndex, scoreText, isPositive) {
|
||
const hole = this.holes[holeIndex];
|
||
const popup = document.createElement('div');
|
||
popup.className = `score-popup ${isPositive ? 'correct-answer' : 'wrong-answer'}`;
|
||
popup.textContent = scoreText;
|
||
|
||
const rect = hole.element.getBoundingClientRect();
|
||
popup.style.left = rect.left + rect.width / 2 + 'px';
|
||
popup.style.top = rect.top + 'px';
|
||
|
||
document.body.appendChild(popup);
|
||
|
||
setTimeout(() => {
|
||
if (popup.parentNode) {
|
||
popup.parentNode.removeChild(popup);
|
||
}
|
||
}, 1000);
|
||
}
|
||
|
||
showFeedback(message, type = 'info') {
|
||
const feedbackArea = document.getElementById('feedback-area');
|
||
feedbackArea.innerHTML = `<div class="instruction ${type}">${message}</div>`;
|
||
}
|
||
|
||
updateUI() {
|
||
document.getElementById('time-left').textContent = this.timeLeft;
|
||
document.getElementById('errors-count').textContent = this.errors;
|
||
}
|
||
|
||
extractVocabulary(content) {
|
||
let vocabulary = [];
|
||
|
||
console.log('🔍 Extraction vocabulaire depuis:', content?.name || 'contenu');
|
||
|
||
// Priorité 1: Utiliser le contenu brut du module (format simple)
|
||
if (content.rawContent) {
|
||
console.log('📦 Utilisation du contenu brut du module');
|
||
return this.extractVocabularyFromRaw(content.rawContent);
|
||
}
|
||
|
||
// Priorité 2: Format simple avec vocabulary object (nouveau format préféré)
|
||
if (content.vocabulary && typeof content.vocabulary === 'object' && !Array.isArray(content.vocabulary)) {
|
||
console.log('✨ Format simple détecté (vocabulary object)');
|
||
vocabulary = Object.entries(content.vocabulary).map(([english, translation]) => ({
|
||
english: english,
|
||
french: translation.split(';')[0], // Prendre la première traduction si plusieurs
|
||
chinese: translation, // Garder la traduction complète en chinois
|
||
category: 'general'
|
||
}));
|
||
}
|
||
// Priorité 3: Format legacy avec vocabulary array
|
||
else if (content.vocabulary && Array.isArray(content.vocabulary)) {
|
||
console.log('📚 Format legacy détecté (vocabulary array)');
|
||
vocabulary = content.vocabulary.filter(word => word.english && word.french);
|
||
}
|
||
// Priorité 4: Format moderne avec contentItems
|
||
else if (content.contentItems && Array.isArray(content.contentItems)) {
|
||
console.log('🆕 Format contentItems détecté');
|
||
vocabulary = content.contentItems
|
||
.filter(item => item.type === 'vocabulary' && item.english && item.french)
|
||
.map(item => ({
|
||
english: item.english,
|
||
french: item.french,
|
||
image: item.image || null,
|
||
category: item.category || 'general'
|
||
}));
|
||
}
|
||
|
||
return this.finalizeVocabulary(vocabulary);
|
||
}
|
||
|
||
extractVocabularyFromRaw(rawContent) {
|
||
console.log('🔧 Extraction depuis contenu brut:', rawContent.name || 'Module');
|
||
let vocabulary = [];
|
||
|
||
// Format simple avec vocabulary object (PRÉFÉRÉ)
|
||
if (rawContent.vocabulary && typeof rawContent.vocabulary === 'object' && !Array.isArray(rawContent.vocabulary)) {
|
||
vocabulary = Object.entries(rawContent.vocabulary).map(([english, translation]) => ({
|
||
english: english,
|
||
french: translation.split(';')[0], // Première traduction pour le français
|
||
chinese: translation, // Traduction complète en chinois
|
||
category: 'general'
|
||
}));
|
||
console.log(`✨ ${vocabulary.length} mots extraits depuis vocabulary object (format simple)`);
|
||
}
|
||
// Format legacy (vocabulary array)
|
||
else if (rawContent.vocabulary && Array.isArray(rawContent.vocabulary)) {
|
||
vocabulary = rawContent.vocabulary.filter(word => word.english && word.french);
|
||
console.log(`📚 ${vocabulary.length} mots extraits depuis vocabulary array`);
|
||
}
|
||
// Format contentItems (ancien format complexe)
|
||
else if (rawContent.contentItems && Array.isArray(rawContent.contentItems)) {
|
||
vocabulary = rawContent.contentItems
|
||
.filter(item => item.type === 'vocabulary' && item.english && item.french)
|
||
.map(item => ({
|
||
english: item.english,
|
||
french: item.french,
|
||
image: item.image || null,
|
||
category: item.category || 'general'
|
||
}));
|
||
console.log(`📝 ${vocabulary.length} mots extraits depuis contentItems`);
|
||
}
|
||
// Fallback
|
||
else {
|
||
console.warn('⚠️ Format de contenu brut non reconnu');
|
||
}
|
||
|
||
return this.finalizeVocabulary(vocabulary);
|
||
}
|
||
|
||
finalizeVocabulary(vocabulary) {
|
||
// Validation et nettoyage
|
||
vocabulary = vocabulary.filter(word =>
|
||
word &&
|
||
typeof word.english === 'string' &&
|
||
typeof word.french === 'string' &&
|
||
word.english.trim() !== '' &&
|
||
word.french.trim() !== ''
|
||
);
|
||
|
||
if (vocabulary.length === 0) {
|
||
console.error('❌ Aucun vocabulaire valide trouvé');
|
||
// Vocabulaire de démonstration en dernier recours
|
||
vocabulary = [
|
||
{ english: 'hello', french: 'bonjour', category: 'greetings' },
|
||
{ english: 'goodbye', french: 'au revoir', category: 'greetings' },
|
||
{ english: 'thank you', french: 'merci', category: 'greetings' },
|
||
{ english: 'cat', french: 'chat', category: 'animals' },
|
||
{ english: 'dog', french: 'chien', category: 'animals' }
|
||
];
|
||
console.warn('🚨 Utilisation du vocabulaire de démonstration');
|
||
}
|
||
|
||
console.log(`✅ Whack-a-Mole: ${vocabulary.length} mots de vocabulaire finalisés`);
|
||
return this.shuffleArray(vocabulary);
|
||
}
|
||
|
||
shuffleArray(array) {
|
||
const shuffled = [...array];
|
||
for (let i = shuffled.length - 1; i > 0; i--) {
|
||
const j = Math.floor(Math.random() * (i + 1));
|
||
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
|
||
}
|
||
return shuffled;
|
||
}
|
||
|
||
destroy() {
|
||
this.stop();
|
||
this.container.innerHTML = '';
|
||
}
|
||
}
|
||
|
||
// Enregistrement du module
|
||
window.GameModules = window.GameModules || {};
|
||
window.GameModules.WhackAMoleHard = WhackAMoleHardGame; |