Re: PerlRL 0.1
- From: Da-Breegster <dabreegster@xxxxxxxxx>
- Date: Sun, 02 Oct 2005 01:07:21 GMT
On 2005-10-02, Brendan Guild <dont@xxxxxxx> wrote:
> Da-Breegster wrote in
> news:slrndjtqf3.m2b.dabreegster@xxxxxxxxxxxxxxxxxxxxx:
>
>> I've finally done it. The first version of my Perl roguelike engine
>> is complete. Get it at
>> http://denonline.sourceforge.net/files/perlrl.tar.gz.
>
> I'm looking through the source to try to figure out how the engine works,
> but Perl can be a cryptic language and I'm not an expert. It seems to use
> features which aren't in my Perl books.
>
Heh. Features that aren't in books? Probably. Anything in particular you
don't get? Anywhere you see "Here be dragons...", you'd better stay
away. Those bits are especially weird.
> Will there be a version with comments or developer notes later?
> Do you have any words on the design?
Yeah, eventually.
I'll try to explain how the system generally works by explaining what
each module handles.
Areas contains routines that place and connect new rooms and hallways on
a dungeon.
Area::Cave is the first 'dungeon style.' It's simply rooms and hallways
connected together.
Characters' routines aren't too important, because they work. The
monster AUTOLOAD basically implements events in interactive fiction
style. Routines can interrupt actions like eating or wielding before or
after it happens.
Engine.pm contains the code that handles per-turn stuff.
All the per-game data should be in Game.
Interface::Curses simply handles displaying stuff.
Objects are pretty simple.
Structures are rooms or hallways, for now.
A tilemap is the set of individual tiles put together.
Utility contains random stuff.
As far as explaining the general idea, I'll eventually get around to it.
Sorry for the messy code; I've tried to be neat. If you think is this
bad, I should let you see 0.0.4...
Anyway, feel free to ask any specific questions. Or general ones, it
doesn't matter.
.
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