Difference between revisions of "Script Classes for Adventure Games/Inventory Class"
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[[Script Classes for Adventure Games/Introduction|1]] | | [[Script Classes for Adventure Games/Introduction|1]] | | ||
− | [[Script Classes for Adventure Games/RootObj|2]] | | + | [[Script Classes for Adventure Games/RootObj Class|2]] | |
− | [[Script Classes for Adventure Games/Object|3]] | | + | [[Script Classes for Adventure Games/Object Class|3]] | |
− | [[Script Classes for Adventure Games/Collection|4]] | | + | [[Script Classes for Adventure Games/Collection Class|4]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/Script Class|5]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/Timer Class|6]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/Feature Class|7]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/View Class|8]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/PicView Class|9]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/Cycling Classes|10]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/Motion Classes|11]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/Avoider Class|12]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/Event Class|13]] | |
− | [[Script Classes for Adventure Games/ | + | [[Script Classes for Adventure Games/User Class|14]]<br /> |
− | + | [[Script Classes for Adventure Games/Game Class|15]] | | |
− | + | [[Script Classes for Adventure Games/Locale Class|16]] | | |
− | + | [[Script Classes for Adventure Games/Region Class|17]] | | |
− | + | [[Script Classes for Adventure Games/Room Class|18]] | | |
− | + | [[Script Classes for Adventure Games/Timer2 Class|19]] | | |
− | + | [[Script Classes for Adventure Games/InvItem Class|20]] | | |
− | + | [[Script Classes for Adventure Games/Block Class|21]] | | |
− | + | [[Script Classes for Adventure Games/Cage Class|22]] | | |
− | + | [[Script Classes for Adventure Games/Sound Class|23]] | | |
− | + | [[Script Classes for Adventure Games/StatusLine Class|24]] | | |
− | + | [[Script Classes for Adventure Games/File Class|25]] | | |
− | + | [[Script Classes for Adventure Games/Code Class|26]] | | |
− | + | [[Script Classes for Adventure Games/Global Variables|27]] | | |
− | + | [[Script Classes for Adventure Games/Index|Index]] | |
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− | [[Script Classes for Adventure Games/Game| | ||
− | [[Script Classes for Adventure Games/Locale| | ||
− | [[Script Classes for Adventure Games/Region| | ||
− | [[Script Classes for Adventure Games/Room| | ||
− | [[Script Classes for Adventure Games/Timer2| | ||
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− | [[Script Classes for Adventure Games/InvItem| | ||
− | [[Script Classes for Adventure Games/Block| | ||
− | [[Script Classes for Adventure Games/Cage| | ||
− | [[Script Classes for Adventure Games/Sound| | ||
− | [[Script Classes for Adventure Games/StatusLine| | ||
− | [[Script Classes for Adventure Games/File| | ||
− | [[Script Classes for Adventure Games/Code| | ||
− | [[Script Classes for Adventure Games/Global Variables| | ||
− | [[Script Classes for Adventure Games/Index|Index]] | ||
</div><br /> | </div><br /> | ||
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− | + | ==<br /> The Inventory Class == | |
+ | |||
+ | The Inventory class is a List of all the objects (see the InvItem class) which may be collected by ego in a game. There are two steps to setting up the inventory. | ||
+ | |||
+ | First, in the main header file for the game (typically game.sh), create an enum statement listing all the symbols which you will use to refer to the inventory items. In order to avoid name conflicts, these are traditionally the names preceded by an 'i': a rock might be referred to as "iRock". | ||
+ | |||
+ | Next, in the main game file (the file in which you define your instance of Game), you create the instances of InvItem which are the inventory items. These are added to the Inventory (whose ID is in the global variable inventory) in the init: of the game after the (super init:). The InvItems must be added to the inventory in the order in which they are listed in the enum statement above (a block copy works wonders...). | ||
+ | |||
+ | From now on you may get the object ID of any InvItem with the at: method of Inventory by using the symbol for the item defined in the enum statement. If you wanted to move the rock from its current position to room number 15, you could write | ||
+ | |||
+ | <blockquote><div class="CodeBlockHeader">Code:</div> | ||
+ | <syntaxhighlight lang="sci"> | ||
+ | ((inventory at:iRock) moveTo:15)</syntaxhighlight></blockquote> | ||
+ | |||
+ | The get:, put:, and has: methods of the Ego class use the enumed symbols rather than the object ID. Thus, to see if ego has the rock, you would write | ||
+ | |||
+ | <blockquote><div class="CodeBlockHeader">Code:</div> | ||
+ | <syntaxhighlight lang="sci"> | ||
+ | (ego has:iRock)</syntaxhighlight></blockquote> | ||
+ | |||
+ | {| | ||
+ | |width= "125"|In file:||invent.sc | ||
+ | |- | ||
+ | |Inherits from:||List | ||
+ | |- | ||
+ | |Inherited by:||none | ||
+ | |} | ||
+ | |||
+ | ===<br /> Methods === | ||
+ | |||
+ | <blockquote> | ||
+ | ====<br /> showSelf: whom ==== | ||
+ | <blockquote>Display the items possessed by whom. This is done by putting up a window with all currently possessed items in it. By clicking the mouse on an item, the user may see a picture of it and receive a more detailed description of it. Ego's possessions are done with | ||
+ | |||
+ | <blockquote><div class="CodeBlockHeader">Code:</div> | ||
+ | <syntaxhighlight lang="sci"> | ||
+ | (inventory showSelf:ego)</syntaxhighlight></blockquote> | ||
+ | </blockquote> | ||
+ | |||
+ | ===<br /> saidMe ==== | ||
+ | <blockquote>Return the object ID of the first item in the inventory whose said property matches what the user typed.</blockquote> | ||
+ | </blockquote> | ||
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− | <span style="float: left">[[Script Classes for Adventure Games/EventHandler Class|< Previous: EventHandler Class]]</span> | + | <span style="float: left">[[Script Classes for Adventure Games/EventHandler Class|< Previous: The EventHandler Class]]</span> |
− | <span style="float: right">[[Script Classes for Adventure Games/Script|Next: Script >]]</span> | + | <span style="float: right">[[Script Classes for Adventure Games/Script Class|Next: The Script Class >]]</span> |
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Latest revision as of 03:13, 9 December 2015
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Index
The Inventory Class
The Inventory class is a List of all the objects (see the InvItem class) which may be collected by ego in a game. There are two steps to setting up the inventory.
First, in the main header file for the game (typically game.sh), create an enum statement listing all the symbols which you will use to refer to the inventory items. In order to avoid name conflicts, these are traditionally the names preceded by an 'i': a rock might be referred to as "iRock".
Next, in the main game file (the file in which you define your instance of Game), you create the instances of InvItem which are the inventory items. These are added to the Inventory (whose ID is in the global variable inventory) in the init: of the game after the (super init:). The InvItems must be added to the inventory in the order in which they are listed in the enum statement above (a block copy works wonders...).
From now on you may get the object ID of any InvItem with the at: method of Inventory by using the symbol for the item defined in the enum statement. If you wanted to move the rock from its current position to room number 15, you could write
Code:((inventory at:iRock) moveTo:15)
The get:, put:, and has: methods of the Ego class use the enumed symbols rather than the object ID. Thus, to see if ego has the rock, you would write
Code:(ego has:iRock)
In file: | invent.sc |
Inherits from: | List |
Inherited by: | none |
Methods
showSelf: whomDisplay the items possessed by whom. This is done by putting up a window with all currently possessed items in it. By clicking the mouse on an item, the user may see a picture of it and receive a more detailed description of it. Ego's possessions are done with
Code:(inventory showSelf:ego)
saidMe =Return the object ID of the first item in the inventory whose said property matches what the user typed.
- Notes
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