所以我对我制作的基于文本的游戏有点意见。游戏通过引用一个函数的命令来运行,然后函数寻找玩家想要的任何东西。例如,“examineitem1”会让它打印位置字典中item1的描述
我遇到的问题是,我不能用我当前的布局设置播放器的位置。我想要的是玩家从洞穴开始,进入go to forest
,角色的位置设置为forest
。然而,它没有达到这一点,因为不管我以哪种方式声明这两个,我都遇到了一个NameError。我想在两者之间移动
cave = location(
name = "CAVE NAME",
desc = "It's a cave, there's a forest.",
objects = {'item1' : item1, 'item2' : item2, 'item3' : item3},
adjacentLocs = {'forest' : forest}
)
forest = location(
name = "The Central Forest",
desc = "It's very woody here. There's a cave.",
objects = {},
adjacentLocs = {'cave' : cave}
)
这是我的goTo()
函数:
def goTo():
target = None
#Check inventory
for key in pChar.inventory:
if key.name.lower() in pChar.lastInput:
print("\nThat's an object in your inventory. You won't fit in your backpack.")
target = key
break
#Check scene objects
if target == None:
for key, loc in pChar.charLocation.objects.items():
if key in pChar.lastInput:
print("\nThat's a nearby object. You have essentially already gone to it.")
target = key
break
#Check location list
if target == None:
for key, loc in pChar.charLocation.adjacentLocs.items():
if key in pChar.lastInput:
pChar.charLocation = loc
print("\nYou amble on over to the {}.".format(pChar.charLocation.name))
target = key
break
if target == None:
print("That place doesn't exist.")
我怎样才能最好地把这两门课相互联系起来呢
除非对象已经存在,否则不能引用它。您可以在两个过程中创建位置:首先,在没有任何相邻位置的情况下初始化它们。然后,定义相邻位置。比如:
(这是假设位置实例将其相邻位置分配给名为
adjacentLocs
的属性。你没有分享你的类实现,所以我不能确定这个细节。以任何合适的名称替换。)相关问题 更多 >
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