Up to this point, you've gotten your feet wet by working on a bunch of small Python programs. In this module, we're going to continue to solidify your Python chops by implementing a full-featured project according to a provided specification.
-
Put your Python basics into practice by implementing a text adventure game
-
Practice writing code that conforms to a specification
- Create the REPL command parser in
adv.py
which allows the player to move to rooms in the four cardinal directions. - Fill out Player and Room classes in
player.py
androom.py
- Make rooms able to hold multiple items
- Make the player able to carry multiple items
- Add items to the game that the user can carry around
- Add
get [ITEM_NAME]
anddrop [ITEM_NAME]
commands to the parser
The /src
directory contains the files adv.py
, which is where the main logic for the game should live, room.py
, which will contain the definition of the Room class, and player.py
, which will contain the definition of the Player class.
-
Add a REPL parser to
adv.py
that accepts directional commands to move the player- After each move, the REPL should print the name and description of the player's current room
- Valid commands are
n
,s
,e
andw
which move the player North, South, East or West - The parser should print an error if the player tries to move where there is no room.
-
Put the Room class in
room.py
based on what you see inadv.py
.-
The room should have
name
anddescription
attributes. -
The room should also have
n_to
,s_to
,e_to
, andw_to
attributes which point to the room in that respective direction.
-
-
Put the Player class in
player.py
.- Players should have a
name
andcurrent_room
attributes
- Players should have a
-
Create a file called
item.py
and add anItem
class in there.-
The item should have
name
anddescription
attributes.- Hint: the name should be one word for ease in parsing later.
-
This will be the base class for specialized item types to be declared later.
-
-
Add the ability to add items to rooms.
-
The
Room
class should be extended with alist
that holds theItem
s that are currently in that room. -
Add functionality to the main loop that prints out all the items that are visible to the player when they are in that room.
-
-
Add capability to add
Item
s to the player's inventory. The inventory can also be alist
of items "in" the player, similar to howItem
s can be in aRoom
. -
Add a new type of sentence the parser can understand: two words.
-
Until now, the parser could just understand one sentence form:
verb
such as "n" or "q".
-
But now we want to add the form:
verb
object
such as "take coins" or "drop sword".
-
Split the entered command and see if it has 1 or 2 words in it to determine if it's the first or second form.
-
-
Implement support for the verb
get
followed by anItem
name. This will be used to pick upItem
s.-
If the user enters
get
ortake
followed by anItem
name, look at the contents of the currentRoom
to see if the item is there.-
If it is there, remove it from the
Room
contents, and add it to thePlayer
contents. -
If it's not there, print an error message telling the user so.
-
Add an
on_take
method toItem
.-
Call this method when the
Item
is picked up by the player. -
on_take
should print out "You have picked up [NAME]" when you pick up an item. -
The
Item
can use this to run additional code when it is picked up.
-
-
Add an
on_drop
method toItem
. Implement it similar toon_take
.
-
-
-
Implement support for the verb
drop
followed by anItem
name. This is the opposite ofget
/take
. -
Add the
i
andinventory
commands that both show a list of items currently carried by the player.
In arbitrary order:
-
Add more rooms
-
Add scoring
-
Subclass items into treasures
-
Add a subclass to
Item
calledLightSource
.-
During world creation, add a
lamp
LightSource
to a convenientRoom
. -
Override
on_drop
inLightSource
that tells the player "It's not wise to drop your source of light!" if the player drops it. (But still lets them drop it.) -
Add an attribute to
Room
calledis_light
that isTrue
if theRoom
is naturally illuminated, orFalse
if aLightSource
is required to see what is in the room. -
Modify the main loop to test if there is light in the
Room
(i.e. ifis_light
isTrue
or there is aLightSource
item in theRoom
's contents or if there is aLightSource
item in thePlayer
's contents). -
If there is light in the room, display name, description, and contents as normal.
-
If there isn't, print out "It's pitch black!" instead.
-
Hint:
isinstance
might help you figure out if there's aLightSource
among all the nearbyItem
s. -
Modify the
get
/take
code to print "Good luck finding that in the dark!" if the user tries to pick up anItem
in the dark.
-
-
Add methods to notify items when they are picked up or dropped
-
Add light and darkness to the game
-
Add more items to the game.
-
Add a way to win.
-
Add more to the parser.
-
Remember the last
Item
mentioned and substitute that if the user types "it" later, e.g.take sword drop it
-
Add
Item
s with adjectives, like "rusty sword" and "silver sword".-
Modify the parser to handle commands like "take rusty sword" as well as "take sword".
- If the user is in a room that contains both the rusty sword and silver sword, and they type "take sword", the parser should say, "I don't know which you mean: rusty sword or silver sword."
-
-
-
Modify the code that calls
on_take
to check the return value. Ifon_take
returnsFalse
, then don't continue picking up the object. (I.e. prevent the user from picking it up.)- This enables you to add logic to
on_take
to code things like "don't allow the user to pick up the dirt unless they're holding the shovel.
- This enables you to add logic to
-
Add monsters.
-
Add the
attack
verb that allows you to specify a monster to attack. -
Add an
on_attack
method to the monster class. -
Similar to the
on_take
return value modification, above, haveon_attack
prevent the attack from succeeding unless the user possesses asword
item. -
Come up with more stretch goals! The sky's the limit!