Here is a strict translation of your code. The algorithm remains the
same, but
it has been cleaned up a bit. Duplications have been removed, and the
various
logical bits have been broken down into separate functions.
I suspect you don't know about random.randint(low, high). It
generates
On 2008-02-20, bhaaluu <[EMAIL PROTECTED]> wrote:
> As far as I can see, these routines give me the results
> I'm looking for. I get a distribution of four negative numbers,
> four positive integers in the range 10 to 110, and nothing
> is placed in room 6 or room 11:
>
Just for the hell of it, he
On Thu, Feb 21, 2008 at 8:49 AM, Tyler Smith <[EMAIL PROTECTED]> wrote:
>
> Not shorter, but definitely clearer would be to replace your magic
> numbers with variables:
>
> entrance = 6
> exit = 11
> death_room = 13
>
> Replacing each occurrence of those numbers in your code with the
> varia
On 2008-02-21, bhaaluu <[EMAIL PROTECTED]> wrote:
> On Thu, Feb 21, 2008 at 7:32 AM, Kent Johnson <[EMAIL PROTECTED]> wrote:
>>
>> > Other beginning programers shouldn't have any problems using
>> > these routines.
>>
>> As long as they use the same number of rooms and entrance and exit
>> room
On Thu, Feb 21, 2008 at 7:32 AM, Kent Johnson <[EMAIL PROTECTED]> wrote:
>
> > Other beginning programers shouldn't have any problems using
> > these routines.
>
> As long as they use the same number of rooms and entrance and exit
> rooms, or they know the places to make the magic edits...
>
>
bhaaluu wrote:
>> Those two block of code above are SO similar that sure they can be combined
>> into one, or at least the first parts of them.
>>
>
> Optimization is the LEAST of my worries at this point.
The suggested change is not an optimization for speed, it is a
reorganization for clarit
On Wed, Feb 20, 2008 at 6:39 PM, Tiger12506 <[EMAIL PROTECTED]> wrote:
>
> I'll throw a couple of thoughts out there since I know that you appreciate
> to see many points of view.
>
>
> > #!/usr/bin/python
>
> Hard-coded. That means you have to change the program to change the game. It
> would
> As far as I can see, these routines give me the results
> I'm looking for. I get a distribution of four negative numbers,
> four positive integers in the range 10 to 110, and nothing
> is placed in room 6 or room 11:
I'll throw a couple of thoughts out there since I know that you appreciate
to
As far as I can see, these routines give me the results
I'm looking for. I get a distribution of four negative numbers,
four positive integers in the range 10 to 110, and nothing
is placed in room 6 or room 11:
#!/usr/bin/python
import random
#print "\n"*30
table= [[ 0, 2, 0, 0, 0, 0, 0],#
"bhaaluu" <[EMAIL PROTECTED]> wrote
> Try it. I'll even send the code that is working in GWBASIC
> to you if you think you can get it working in QBasic.
Please do, I've not found anything from GWBASIC that
didn't work in QBASIC - in fact I use a GWBASIC reference
book when writing QBASIC.
>
On Jan 31, 2008 3:19 AM, Alan Gauld <[EMAIL PROTECTED]> wrote:
> "bhaaluu" <[EMAIL PROTECTED]> wrote
>
> > how to program a TAG in Python. My goal is to code
> > the game in POOP
>
> POOP
Python Object Oriented Programming
8^D
>
> > I fixed enough typos in two of the games in the book
> > to
"Luke Paireepinart" <[EMAIL PROTECTED]> wrote
>> POOP
>>
> Python Object-Oriented Programming.
Aah! Obvious really.
Except - in what way is POOP different to any other
kind of OOP? Nobody talks abot JOOP or COOP
or SOOP or LOOP or BOOP or... you could go on for hours!
Although JOOP used to b
"bhaaluu" <[EMAIL PROTECTED]> wrote
> others are mentioned. Hartnell talks about the
> pre-computer gamers who recreated historical battles,
> who later went on and developed Dungeon & Dragons
> type games and RPGs (another genre of gaming that
> I know nothing about). Later, those games were
>
Alan Gauld wrote:
> "bhaaluu" <[EMAIL PROTECTED]> wrote
>
>
>> how to program a TAG in Python. My goal is to code
>> the game in POOP
>>
>
> POOP
>
Python Object-Oriented Programming.
You really should try to be less funny. I totally didn't read your
e-mail seriously cause I was l
"bhaaluu" <[EMAIL PROTECTED]> wrote
> how to program a TAG in Python. My goal is to code
> the game in POOP
POOP
> I fixed enough typos in two of the games in the book
> to get them running in a GWBASIC interpreter on an
> old 286 DOS computer.
Why not run it on a modern computer under QB
On Jan 30, 2008 11:25 PM, Kent Johnson <[EMAIL PROTECTED]> wrote:
> bhaaluu wrote:
> > References:
> > http://www.csd.uwo.ca/Infocom/
> > http://www.atariarchives.org/adventure/
> > http://en.wikipedia.org/wiki/Tim_Hartnell
> > http://www.renpy.org/wiki/renpy/Home_Page
> >
> > Believe me, I've look
bhaaluu wrote:
> References:
> http://www.csd.uwo.ca/Infocom/
> http://www.atariarchives.org/adventure/
> http://en.wikipedia.org/wiki/Tim_Hartnell
> http://www.renpy.org/wiki/renpy/Home_Page
>
> Believe me, I've looked at a LOT of stuff trying to get a
> handle on Adventure Games. 8^D
I'm surpri
On Jan 30, 2008 10:13 PM, Tiger12506 <[EMAIL PROTECTED]> wrote:
> If you're looking for examples - I like the zork games...
>
> http://www.csd.uwo.ca/Infocom/download.html
>
I've already looked at the Infocom site and didn't find
anything that helped me understand Text Adventure
Games like Hartne
I got Bob's code running!
Here it is for all nineteen rooms:
#!/usr/bin/python
# 2008-01-30
# bob gailer [Tutor]
import random
class Room:
roomNo = 0
def __init__(self, destinations, updatable=True):
Room.roomNo += 1
self.roomNo = Room.roomNo
self.destinations = destinations
# store
On Jan 30, 2008 2:24 PM, bob gailer <[EMAIL PROTECTED]> wrote:
> bhaaluu wrote:
> > # N S E W U D T
> > travelTable=[[0,2,0,0,0,0,0],# ROOM 1
> > [1,3,3,0,0,0,0],# ROOM 2
> It is good to finally see that you are building an adventure game.
>
> Consider creating a in
On Jan 30, 2008 12:46 PM, Kent Johnson <[EMAIL PROTECTED]> wrote:
> bhaaluu wrote:
>
> > # distribute positive numbers 10 to 109
> > # place in last element of 4 random lists
> > # nothing is placed in list 6 or 11
> > cnt=0
> > while cnt <= 3:
> > a = range(1,20)
> > room = random.choice(a
bhaaluu wrote:
> # N S E W U D T
> travelTable=[[0,2,0,0,0,0,0],# ROOM 1
> [1,3,3,0,0,0,0],# ROOM 2
It is good to finally see that you are building an adventure game.
Consider creating a instance of a Room class for each room and saving
them in a collection such a
bhaaluu wrote:
> # distribute positive numbers 10 to 109
> # place in last element of 4 random lists
> # nothing is placed in list 6 or 11
> cnt=0
> while cnt <= 3:
> a = range(1,20)
> room = random.choice(a)
room = random.randint(1, 19) is simpler.
> if room != 6 and room != 11 and
On Jan 30, 2008 3:35 AM, Alan Gauld <[EMAIL PROTECTED]> wrote:
> In addition to Kents comments about dictionaruy
> access I think there may be another problem in
> your logic.
>
>
> "bhaaluu" <[EMAIL PROTECTED]> wrote
>
> > The first loop is supposed to populate G with
> > a random range of 4 integ
On Jan 30, 2008 9:22 AM, Kent Johnson <[EMAIL PROTECTED]> wrote:
> This is implementation dependent.
>[snip]
>
> > if travelTable.values()[roomNum-1][0] != 0:
>
> Again, the use of travelTable.values() is pointless, inefficient (it
> creates a new list every time you call it) and indetermin
bhaaluu wrote:
> On Jan 30, 2008 8:24 AM, Kent Johnson <[EMAIL PROTECTED]> wrote:
>> bhaaluu wrote:
>>> Now that you mention it, I do seem to remember that the order of
>>> a list is indeterminate.
>> No; the order of a dict is indeterminate, and consequently the order of
>> lists derived from dict
On Jan 30, 2008 8:24 AM, Kent Johnson <[EMAIL PROTECTED]> wrote:
> bhaaluu wrote:
> > Now that you mention it, I do seem to remember that the order of
> > a list is indeterminate.
>
> No; the order of a dict is indeterminate, and consequently the order of
> lists derived from dicts with keys(), val
bhaaluu wrote:
> Now that you mention it, I do seem to remember that the order of
> a list is indeterminate.
No; the order of a dict is indeterminate, and consequently the order of
lists derived from dicts with keys(), values(), etc. is indeterminate.
The order of a list is determined by how you
On Jan 29, 2008 9:26 PM, Kent Johnson <[EMAIL PROTECTED]> wrote:
> bhaaluu wrote:
> > if keY == 6 or keY == 11 or tablE.values()[keY-1][6] != 0:
> > tablE.values()[5][6] = 0
> > tablE.values()[10][6] = 0
>
> This is not the right way to access the values of a dict. tablE.values(
On Jan 29, 2008 9:26 PM, Kent Johnson <[EMAIL PROTECTED]> wrote:
> Try
> if keY == 6 or keY == 11 or tablE[keY-1][6] != 0:
> tablE[5][6] = 0
> tablE[10][6] = 0
>
> etc.
>
> Kent
>
> PS what's with the strange capitalization of variable names?
It's a test snippet. I use unusu
"bhaaluu" <[EMAIL PROTECTED]> wrote
In addition to Kents comments about dictionaruy
access I think there may be another problem in
your logic.
> The first loop is supposed to populate G with
> a random range of 4 integers 10 to 109
> in random keys 1-19 that have a zero (except keY 6 and keY
bhaaluu wrote:
> if keY == 6 or keY == 11 or tablE.values()[keY-1][6] != 0:
> tablE.values()[5][6] = 0
> tablE.values()[10][6] = 0
This is not the right way to access the values of a dict. tablE.values()
is a list of the values in tablE, but it is not in the order you expect;
Greetings,
I'm having a problem with the following test.
I make a dictionary with 19 keys (1 to 19).
Each key has a list of 7 numbers (A to G)
# Set up the table
#key# A B C D E F G
tablE= {1:[ 0, 2, 0, 0, 0, 0, 0],# 1
2:[ 1, 3, 3, 0, 0, 0, 0],# 2
3:[ 2, 0, 5,
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