put empty into field "feedback"
hide button "Continue"
hide button "choice1"
hide button "choice2"
hide button "choice3"
hide button "choice4"
hide button "choice5"
set the hilite of button "choice1" to false
set the hilite of button "choice2" to false
set the hilite of button "choice3" to false
set the hilite of button "choice4" to false
set the hilite of button "choice5" to false
//Put the various parts of the next question into the variables used on this card
//Variable for number of the correct answer choice:
put item 1 of line gLine of field "content" of card "content" into gCorrectAnswer
put item 2 of line gLine of field "content" of card "content" into gRandomOption
add 1 to gLine
//Quiz is over if the next line in the text field containing the questions is empty
if line gLine of field "content" of card "content" is empty then
show field "Done"
hide field "Feedback"
hide field "stem"
exit nextQuestion
end if
add 1 to gQuestionNumber
put "Question: "&gQuestionNumber&" of "&gTotalQuestions into line 1 of field "Question Number"
//Variable for the question itself
put line gLine of field "content" of card "content" into gQuestion
put 0 into L
repeat until choice = "end"
add 1 to gLine
add 1 to L
put line gLine of field "content" of card "content" into choice
//Variables for the individual answers, up to 5. Loop ends when it 'runs out of answers.'
//Just add more gChoice# variables if you want to increase the maximum number of possible answers.
if l =1 then put line gLine of field "content" of card "content" into gChoice1
if l =2 then put line gLine of field "content" of card "content" into gChoice2
if l =3 then put line gLine of field "content" of card "content" into gChoice3
if l =4 then put line gLine of field "content" of card "content" into gChoice4
if l =5 then put line gLine of field "content" of card "content" into gChoice5
end repeat
add 1 to gLine
put gQuestion into card field "stem"
set the label of button "choice1" to gChoice1
set the label of button "choice2" to gChoice2
set the label of button "choice3" to gChoice3
set the label of button "choice4" to gChoice4
set the label of button "choice5" to gChoice5
//show only the buttons that have answers in them for the current question
put 320 into x
put 130 into y
//populate varAnswerList with number of items equal to the number of answers
//l-1 equals the number of answers
//This repeat does the same thing as putting items into a field
//Below you will see that I set the item delimiter to the space character
repeat with i = 1 to l-1
put i&space after varAnswerList
end repeat
//Reminder that l-1 equals the number of answers for this question
repeat with i = 1 to l-1
put "Choice"&i into localButton
//Randomize location of button choices
if varRandomizeAnswers is true and "off" is not among the words of gRandomOption then
set the itemDelimiter to space
put number of items of varAnswerList into j
put random(j) into varItem
put item varItem of varAnswerList into k
delete item varItem of varAnswerList
put "Choice"&k into localButton
end if
set the itemDelimiter to comma
set the location of button localButton to x,y
show button localButton
add 30 to y
end repeat
end nextQuestion
The first line "puts empty" into the field "feedback." This just makes sure that any feedback from the previous question has been removed.
Next, the five buttons that comprise the answers are first hidden. The reason is that we only want to reveal the number of answers that are needed - questions are allowed to contain any number of answers, up to five. All of these buttons are defined as "radio" buttons, so the next five lines make sure that the radio button in each is not highlighted. (Since I first created this app, I have since learned how to copy and paste objects, such as buttons. So, I could revise this app to allow a question to have as many answers as would fit on the screen. But, for now, I think having an upper range of five answers is fine.)
Next, we need to begin constructing the question. Recall that we initialized the global variable "gLine" in the openCard script by setting it to 1. Also recall that the first line of each question contains the number of the correct answer. Using the stop sign example, the correct answer is red, which is the fourth answer choice give. Hence 4 is the first item in line 1.
Next, I add 1 to gLine and take a look to see what is there. If it is empty, we can safely assume that there are no more questions and we can end the quiz by showing the "Done" field and doing a few other things, including exiting out of the nextQuestion command. If it is not empty, this command keeps chugging along. And, if it is not empty, keep in mind that gLine now equals 2.
The next thing it does is "add 1 to gQuestionNumber." The variable gQuestionNumber started out as 0, so it becomes 1 for the first question (then 2 for the second question, etc.).
The next line shows some key information in the scoreboard at the top of the card, namely which question out of how many is currently being shown:
put "Question: "&gQuestionNumber&" of "&gTotalQuestions into line 1 of field "Question Number"
The key text and variable information are concatenated together and inserted into the field "Question Number."
Given that gLine equals 2, the next line takes that line from the question bank and puts it into the variable "gQuestion":
put line gLine of field "content" of card "content" into gQuestion
gQuestion holds the entire text of the question.
Getting the Answers and Making Each the Label of a Different Button
Next we have another loop that repeats for as many answers as there are for the question. The trigger to end the loop is whether or not the line contains the word "end." You can also see that I reuse the local variable L. The loop sets the variable L equal to 1 and it begins counting as it finds more answers. You will notice that one is also added to the global variable "gLine" as it goes because it is important to keep going through each line of the question bank in successive order.
So, as this loop progresses, the variable L begins takes each answer and puts it into another global variable associated with it, as shown in the first of the five lines:
if l =1 then put line gLine of field "content" of card "content" into gChoice1
The next few lines set the label for each of the buttons equal to the respective answer. (Each button has a name and a label. So, when defining buttons, you can name it something that will not change, but you can then alter the label as you wish. If there is a label for a button defined, the user will only see the label, not the name. It will be important in a moment to remember that the names of the buttons are "Choice1," "Choice2," "Choice3, etc.)
Next, we need to reveal the buttons for which we have answers. I start this by setting the location on the screen where I want the first button to appear. I do this using two other local variables "x" and "y":
put 320 into x
put 130 into y
(Note here: I used this strategy because of the randomizing option. But, I figured I'd explain this now.)
Finally, I have a loop that reveals each button in order, starting with button "Choice1." I have another local variable i that is equal to the number of the button. So, if I concatenate (i.e. join together) "Choice" and "1", I get the number of the button. I put that name into another local variable "localButton":
put "Choice"&i into localButton
Then, the button is placed at x,y. It is then revealed. 30 is then added to y so that the next answer will be placed 30 pixels below:
set the location of button localButton to x,y
show button localButton
add 30 to y
The result is the display of the question:
Checking to See if the User's Answer is Correct
After the question and all the answers are presented, the user now can choose an answer. So, the following script is in each of the answer buttons:
global gAnswerChosen
on mouseUp
put the name of me into gAnswerChosen
checkAnswer
end mouseUp
The "name of me" simply equals the name of the button chosen. So, if the user selects option 1, the following text is put into the global variable "gAnswerChosen":
button "Choice1"
Notice that the 15th character happens to be the number 1. For button "Choice2," the 15th character is 2. This fact becomes important shortly.
The only other line of code is the command "checkAnswer," which is yet another custom function I created. Let's explore that.
The checkAnswer Command
The script for this command is also on the card:
on checkAnswer
//This procedure checks to see if the answer is correct. If not, feedback is given with the correct answer.
//Everything is automated based on the contents of the question bank on the card "content."
//This approach only works well if the answers are relatively short. Long answers would be awkward.
if gCorrectAnswer = 1 then put gChoice1 into varAnswerText
if gCorrectAnswer = 2 then put gChoice2 into varAnswerText
if gCorrectAnswer = 3 then put gChoice3 into varAnswerText
if gCorrectAnswer = 4 then put gChoice4 into varAnswerText
if gCorrectAnswer = 5 then put gChoice5 into varAnswerText
//character 15 is the number associated with the button, as in: button "choice1"
put character 15 of gAnswerChosen into x
if x = gCorrectAnswer then
put "That's correct!" into line 1 of field "feedback"
add 1 to gTotalCorrect
else
put "Sorry, that's not correct. The correct answer is "&varAnswerText&"." into line 1 of field "feedback"
add 1 to gTotalWrong
end if
put gTotalCorrect/(gTotalCorrect+gTotalWrong)*100 into gPercentage
put "Question: "&gQuestionNumber&" of "&gTotalQuestions into line 1 of field "Question Number"
put "Correct: "&gTotalCorrect into line 1 of field "Number Correct"
put "Wrong: "&gTotalWrong into line 1 of field "Number Wrong"
put round(gPercentage)&"% Correct" into line 1 of field "Percentage"
show button "Continue"
end checkAnswer
The first thing this command does is check to see which is the correct answer, which has been conveniently stored for some time now in the global variable "gCorrectAnswer." It then puts the text of the correct answer in the variable "varAnswerText." This variable will come in handy later if the user chooses the wrong answer and needs feedback.
The next line - "put character 15 of gAnswerChosen into x" - looks for that all-important 15th character of gAnswerChosen, which contains the name of the button. If the 15th character is a number that matches x, then the answer chosen is correct, which the following IF-THEN-ELSE construction handles. The last lines of the command update the various fields that comprise the scorecard at the top of the card.
So, if the answer chosen is incorrect, the user if given feedback and the scoreboard updates accordingly:

Gee, I Must Be Really Smart to Have Figured This Out
As I reread this post and see how much code is displayed, I realize that many of you who don't know LiveCode well yet might be impressed. Well, don't be. Should anyone think I must be really smart to have figured all this out, I can tell you there are many people standing by who would gladly point out the opposite. It reminds me of when I was really young and didn't know how to write in cursive. I remember watching my older sister writing in this "strange code" and thinking how smart she must be because she could do something I couldn't. A lot of us also remember how awe-inspiring it was to watch someone use a manual transmission expertly and with ease while we were desperately trying to "crack the code" of shifting (especially while navigating the hills of Pittsburgh). Funny thing is, after we learned these skills, the awesomeness melted away and we weren't very impressed anymore. Well, it's the same with coding. The hard part - and the interesting part - is coming up with any idea worth building.