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
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
Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN:9780133594140
Author:James Kurose, Keith Ross
Publisher:James Kurose, Keith Ross
Chapter1: Computer Networks And The Internet
Section: Chapter Questions
Problem R1RQ: What is the difference between a host and an end system? List several different types of end...
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i need help with making sure i have all the rooms linked together.
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