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class Dungeon attr_accessor :player def initialize(player_name) @player = Player.new(player_name) @rooms = [] end def add_room(reference, name, description, connections) @rooms << Room.new(reference, name, description, connections) end

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def start(location) @player. location = location show_current_description end def show_current_description puts find_room_in_dungeon(@player.location).full_description end def find_room_in_dungeon(reference) @rooms.detect { |room| room.reference == reference } end def find_room_in_direction(direction) find_room_in_dungeon(@player.location).connections[direction] end def go(direction) puts "You go " + direction.to_s @player.location = find_room_in_direction(direction) show_current_description end class Player attr_accessor :name, :location def initialize(name) @name = name end end class Room attr_accessor :reference, :name, :description, :connections def initialize(reference, name, description, connections) @reference = reference @name = name @description = description @connections = connections end

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def full_description @name + "\n\nYou are in " + @description end end end # Create the main dungeon object my_dungeon = Dungeon.new("Fred Bloggs") # Add rooms to the dungeon my_dungeon.add_room(:largecave, "Large Cave", "a large cavernous cave", { :west => :smallcave }) my_dungeon.add_room(:smallcave, "Small Cave", "a small, claustrophobic cave", { :east => :largecave }) # Start the dungeon by placing the player in the large cave my_dungeon.start(:largecave)

Sometimes you want to iterate over two sequences at the same time. Let s say that you have the following two lists: names = ['anne', 'beth', 'george', 'damon'] ages = [12, 45, 32, 102] If you want to print out names with corresponding ages, you could do the following: for i in range(len(names)): print names[i], 'is', ages[i], 'years old' Here I use i as a standard variable name for loop indices (as these things are called).

Room and Player into true classes once more, and implemented the basics of the dungeon. Two particularly interesting methods have been added to the Dungeon class: def find_room_in_direction(direction) find_room_in_dungeon(@player.location).connections[direction] end def go(direction) puts "You go " + direction.to_s @player.location = find_room_in_direction(direction) show_current_description end

De nitely, the considerations of innate taste, talent, and skill come into play when you nd, create, or add graphics. You might nd that you are naturally good at nding graphics that align with the aesthetics of your audience. But you also might discover that your talents lie elsewhere if so, it s best to enlist the help of your coworkers or designers to help you nd the best graphics for the job, or use some of the professionally designed graphics created for BBP presentations that are available at www.beyondbulletpoints.com.

The go method is what makes navigating the dungeon possible. It takes a single argument the direction to travel in and uses that to change the player s location to the room that s in that direction. It does this by calling find_room_in_direction, a method that takes the reference related to the relevant direction s connection on the current room,

and returns the reference of the destination room. Remember that you define a room like so:

Rule 3: Defend Your Foundation!

my_dungeon.add_room(:largecave, "Large Cave", "a large cavernous cave", { :west => :smallcave })

A useful tool for parallel iteration is the built-in function zip, which zips together the sequences, returning a list of tuples: >>> zip(names, ages) [('anne', 12), ('beth', 45), ('george', 32), ('damon', 102)] Now I can unpack the tuples in my loop: for name, age in zip(names, ages): print name, 'is', age, 'years old' The zip function works with as many sequences as you want. It s important to note what zip does when the sequences are of different lengths: it stops when the shortest sequence is used up : >>> zip(range(5), xrange(100000000)) [(0, 0), (1, 1), (2, 2), (3, 3), (4, 4)] I wouldn t recommend using range instead of xrange in the preceding example although only the first five numbers are needed, range calculates all the numbers, and that may take a lot of time. With xrange, this isn t a problem because it calculates only those numbers needed.

If :largecave is the current room, then find_room_in_direction(:west) will use the connections on that room to return :smallcave, and this is then assigned to @player. location to define that as the new current location. To test the navigation of the dungeon, you can simply type go commands if you re using irb, or if you re working with a source file in an editor, you ll need to add the go commands to the end of your source code and re-run it. Here s what happens:

my_dungeon.go(:west)

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