o1.adventure.draft

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Type members

Classlikes

class Action(input: String)

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
class Object
trait Matchable
class Any
class Adventure

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.

NOTE: The AdventureDraft module is not even close to being well designed. See Chapter 9.3 in the course materials.

Attributes

Supertypes
class Object
trait Matchable
class Any
class Area(var name: String, var description: String)

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 areas 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 areas can have exits leading to other, neighboring areas. An area also has a name and a description.

NOTE: The AdventureDraft module is not even close to being well designed. See Chapter 9.3 in the course materials.

Parameters

description

a description of the area

name

the name of the area

Attributes

Supertypes
class Object
trait Matchable
class Any
class Player(startingArea: Area)

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.

NOTE: The AdventureDraft module is not even close to being well designed. See Chapter 9.3 in the course materials.

Parameters

startingArea

the player’s initial location

Attributes

Supertypes
class Object
trait Matchable
class Any