o1.adventure
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The class Action
represents actions that a player may take in a text adventure game. Action
objects are constructed on the basis of textual commands and are, in effect, parsers for such commands. An action object is immutable after creation.
The class Action
represents actions that a player may take in a text adventure game. Action
objects are constructed on the basis of textual commands and are, in effect, parsers for such commands. An action object is immutable after creation.
Parameters
- input
-
a textual in-game command such as “go east” or “rest”
Attributes
- Supertypes
The class Adventure
represents text adventure games. An adventure consists of a player and a number of areas that make up the game world. It provides methods for playing the game one turn at a time and for checking the state of the game.
The class Adventure
represents text adventure games. An adventure consists of a player and a number of areas that make up the game world. It provides methods for playing the game one turn at a time and for checking the state of the game.
N.B. This version of the class has a lot of “hard-coded” information that pertains to a very specific adventure game that involves a small trip through a twisted forest. All newly created instances of class Adventure
are identical to each other. To create other kinds of adventure games, you will need to modify or replace the source code of this class.
Attributes
- Supertypes
The class Area
represents locations in a text adventure game world. A game world consists of areas. In general, an “area” can be pretty much anything: a room, a building, an acre of forest, or something completely different. What different areas have in common is that players can be located in them and that they can have exits leading to other, neighboring areas. An area also has a name and a description.
The class Area
represents locations in a text adventure game world. A game world consists of areas. In general, an “area” can be pretty much anything: a room, a building, an acre of forest, or something completely different. What different areas have in common is that players can be located in them and that they can have exits leading to other, neighboring areas. An area also has a name and a description.
Parameters
- description
-
a basic description of the area (typically not including information about items)
- name
-
the name of the area
Attributes
- Supertypes
The class Item
represents items in a text adventure game. Each item has a name and a longer description. (In later versions of the adventure game, items may have other features as well.)
The class Item
represents items in a text adventure game. Each item has a name and a longer description. (In later versions of the adventure game, items may have other features as well.)
N.B. It is assumed, but not enforced by this class, that items have unique names. That is, no two items in a game world have the same name.
Parameters
- description
-
the item’s description
- name
-
the item’s name
Attributes
- Supertypes
A Player
object represents a player character controlled by the real-life user of the program.
A Player
object represents a player character controlled by the real-life user of the program.
A player object’s state is mutable: the player’s location and possessions can change, for instance.
Parameters
- startingArea
-
the player’s initial location
Attributes
- Supertypes