4. In main(), create a dictionary linking rooms to one another and linking items to their corresponding rooms. The game needs to store all of the possible moves per room and the item in each room in order to properly validate player commands (input). This will allow the player only to move between rooms that are linked or retrieve the correct item from a room. Use your storyboard and map from Project One to help you create your dictionary. Here is an example of a dictionary for a few of the rooms from the sample dragon text game. #A dictionary linking a room to other rooms #and linking one item for each room except the Start room (Great Hall) and the room containing the villa rooms = { 'Great Hal' :{ 'South' : 'Bedroom', 'North': 'Dungeon', 'East' : 'Kitchen', West' : 'Library' }, : { 'North' : "Cellar' : { 'West' : 'Bedroom' 'Great Hall', 'East' : 'Cellar', 'item' : 'Armor' }, 'Bedroom', 'item' : 'Helmet' }, 'Dining Room' : { 'South' : 'Kitchen', 'item' : 'Dragon' } #villain #The same pattern would be used for the remaining rooms on the map. 5. The bulk of the main function should include a loop for the gameplay. In your gameplay loop, develop calls to the function(s) that show the player's status and possible commands. You developed these in Step #2. When called, the function(s) should display the player's current room and prompt the player for input (their next command). The player should enter a command to either move between rooms or to get an item, if one exists, from a room. Here is a sample status from the dragon text game: You are in the Dungeon Inventory: (0 You see a Sword

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i need help with making sure i have all the rooms linked together.

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your coat is in the closet, Paul is in the basement, and your boss was last seen in the dining room. Get
your coat to end the night and gather your friends before running into your boss.
East
Balcony
Upstairs bedroom
Heather
Jennifer
West
North
South
Closet
Item: coat
Dining room
East
Living Room
Boss
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Transcribed Image Text:AutoSave IT 140 Design Document Template – Saved to my Mac v OFF Home Insert Draw Design Layout References Mailings Review View RCM PERRLA Tell me Share O Comments Calibri (Bo... 12 A A Аa v AaBbCcD AaBbCcDdEe AaBb AaBbCcDdEe AaBbCcDdEe AaBbCcDdEe > Paste A • ev A v No Spacing Sensitivity Normal Heading 2 Title Styles Pane B U v ab x, Heading 1 Heading 3 Dictate your coat is in the closet, Paul is in the basement, and your boss was last seen in the dining room. Get your coat to end the night and gather your friends before running into your boss. East Balcony Upstairs bedroom Heather Jennifer West North South Closet Item: coat Dining room East Living Room Boss North South West East Poker room Charlie West North South Font Size Bathroom East Basement Kaleb Paul West snhu. Page 1 of 3 261 words English (United States) Focus 122%
My Courses
B 7-4 Discussion: Reflection - IT- X
B Project Two Guidelines and Ruk X
Answered: Scenario You work
zy IT 140: Introduction to Scripting X
learn.snhu.edu/d2l/le/content/788465/viewContent/14046229/View
M
Update :
Apps M Gmail
Mail - Eddy, Matth...
ży zyBooks My library b My Questions | ba...
Home - » Students
E Reading List
TWO SampTE Text GaME Flowchart, located In the Supporting Materiais seCtioN, to heip you visualize how main() wii vWOrK.
For this step, simply add in a line of code to define your main function, and a line at the end of your code that will run main(). You will develop
each of the pieces for main() in Steps #4-7.
4. In main(), create a dictionary linking rooms to one another and linking items to their corresponding rooms. The game needs to store all of the
possible moves per room and the item in each room in order to properly validate player commands (input). This will allow the player only to
move between rooms that are linked or retrieve the correct item from a room. Use your storyboard and map from Project One to help you
create your dictionary.
Here is an example of a dictionary for a few of the rooms from the sample dragon text game.
#A dictionary linking a room to other rooms
#and linking one item for each room except the Start room (Great Hall) and the room containing the villa
= {
rooms
: 'Kitchen', 'West'
: 'Library' },
: { 'South' : 'Bedroom', 'North': 'Dungeon', 'East'
'Great Hall', 'East' : 'Cellar', 'item' :
'Great Hall'
'Bedroom'
: { 'North' :
'Armor' },
'Cellar'
: { 'West' : 'Bedroom', 'item'
: 'Helmet' },
'Dining Room'
: { 'South'
: 'Kitchen', 'item' : 'Dragon' } #villain
}
#The same pattern would be used for the remaining rooms on the map.
5. The bulk of the main function should include a loop for the gameplay. In your gameplay loop, develop calls to the function(s) that show the
player's status and possible commands. You developed these in Step #2. When called, the function(s) should display the player's current room
and prompt the player for input (their next command). The player should enter a command to either move between rooms or to get an item, if
one exists, from a room.
Here is a sample status from the dragon text game:
You are in the Dungeon
Inventory: []
You see a Sword
+
Transcribed Image Text:My Courses B 7-4 Discussion: Reflection - IT- X B Project Two Guidelines and Ruk X Answered: Scenario You work zy IT 140: Introduction to Scripting X learn.snhu.edu/d2l/le/content/788465/viewContent/14046229/View M Update : Apps M Gmail Mail - Eddy, Matth... ży zyBooks My library b My Questions | ba... Home - » Students E Reading List TWO SampTE Text GaME Flowchart, located In the Supporting Materiais seCtioN, to heip you visualize how main() wii vWOrK. For this step, simply add in a line of code to define your main function, and a line at the end of your code that will run main(). You will develop each of the pieces for main() in Steps #4-7. 4. In main(), create a dictionary linking rooms to one another and linking items to their corresponding rooms. The game needs to store all of the possible moves per room and the item in each room in order to properly validate player commands (input). This will allow the player only to move between rooms that are linked or retrieve the correct item from a room. Use your storyboard and map from Project One to help you create your dictionary. Here is an example of a dictionary for a few of the rooms from the sample dragon text game. #A dictionary linking a room to other rooms #and linking one item for each room except the Start room (Great Hall) and the room containing the villa = { rooms : 'Kitchen', 'West' : 'Library' }, : { 'South' : 'Bedroom', 'North': 'Dungeon', 'East' 'Great Hall', 'East' : 'Cellar', 'item' : 'Great Hall' 'Bedroom' : { 'North' : 'Armor' }, 'Cellar' : { 'West' : 'Bedroom', 'item' : 'Helmet' }, 'Dining Room' : { 'South' : 'Kitchen', 'item' : 'Dragon' } #villain } #The same pattern would be used for the remaining rooms on the map. 5. The bulk of the main function should include a loop for the gameplay. In your gameplay loop, develop calls to the function(s) that show the player's status and possible commands. You developed these in Step #2. When called, the function(s) should display the player's current room and prompt the player for input (their next command). The player should enter a command to either move between rooms or to get an item, if one exists, from a room. Here is a sample status from the dragon text game: You are in the Dungeon Inventory: [] You see a Sword +
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