Silverratio Jeopardy is a free implementation of a game resembling a popular quiz show. It is written in Haskell using Gtk2Hs as GUI Toolkit.
This package consists of three programs:
jeopardy: This is the game
jeopardy-editor: Editor for data files used by Jeopardy.
jeopardy-compiler: Parses the data files generated by jeopardy-editor, interpretes the contained text as LaTeX, compiles it with LaTeX into pictures and outputs a compiled version of the data files. These "*.jdc" files (Jeopardy Data Compiled) can be loaded by the game.
jeopardy-dump: Pretty-prints Jeopardy datasheet sources (i.e., *.jd files).
Haskell packages: see silverratio-jeopardy.cabal.
TeX Dependencies (runtime dependencies for jeopardy-compiler):
- Packages: standalone, ngerman (FIXME), anyfontsize.
This package uses stack. Thus, assuming a working stack installation, building should be as simple as typing
$ stack build
$ stack install
The actualy content (answers & questions) is contained in so called "jeopardy data files". A filename suffix of ".jd" specifies a jeopardy data source file -- a file which can be edited with jeopardy-editor; a filename suffix of ".jdc" specifies a jeopardy data file in compiled form. The program jeopardy-compiler is responsible for compiling *.jd files to *.jdc files (using LaTeX).
The repository https://github.com/mtesseract/silverratio-jeopardy-data contains datasheets.
How to use
Create a new jeopardy data template:
$ jeopardy-editor --create foo.jd
Edit the data file:
$ jeoaprdy-editor foo.jd
Compile the source file:
$ jeopardy-compiler foo.jd foo.jdc
and, using the GUI, load the data file foo.jdc.
The program uses quite a few audio effects. The audio effects installed by this program (they are located in the directory "Sounds") are only placeholder files. They should be replaced by better audio files. (If you know of matching, free(!) audio effects, please tell me.)
A Note on the Buzzers
I have built buzzers which -- from the point of view of the computer -- behave as a plain USB keyboard by soldering buzzers to a USB keyboard controller. Each buzzer sends a unique digit to the computer. Thus, the game simply reacts to digits send from a keyboard. In other words, you can simply press the digits on your keybaord to simulate buzzer presses. For this to work, the game admin interface must have the focus -- the other window, which is to be presented via beamer, should never have the focus while playing!
Feel free to use better looking images (they are located in the directory "Images").
This program is written by Moritz Schulte email@example.com. It is copyrighted under the GNU General Public License v3.