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Commonmark migration
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Inventory

##Inventory AtAt the moment, you are using global variables for your inventory, which is a bad sign. The function for displaying the inventory:

Rooms

##Rooms SecondSecond, you have the function room_sides which gets passed lots of arguments, each corresponding to the same variables for different rooms. Compare to:

##Inventory At the moment, you are using global variables for your inventory, which is a bad sign. The function for displaying the inventory:

##Rooms Second, you have the function room_sides which gets passed lots of arguments, each corresponding to the same variables for different rooms. Compare to:

Inventory

At the moment, you are using global variables for your inventory, which is a bad sign. The function for displaying the inventory:

Rooms

Second, you have the function room_sides which gets passed lots of arguments, each corresponding to the same variables for different rooms. Compare to:

added 154 characters in body
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jonrsharpe
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Checking whether the user has the item needed is now the relatively clear:

if 'hammer' in inventory:

as opposed to:

if item_use == 1:

This has also removed reliance on the order in which things are collected, so if you later decide to extend your game it will be much easier.

This has also removed reliance on the order in which things are collected, so if you later decide to extend your game it will be much easier.

Checking whether the user has the item needed is now the relatively clear:

if 'hammer' in inventory:

as opposed to:

if item_use == 1:

This has also removed reliance on the order in which things are collected, so if you later decide to extend your game it will be much easier.

Fixed indentation
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jonrsharpe
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def perform_action():
 choices = {1: True, 2: False}
 while True:
 try:
 choice = int(input('(1 for yes, 2 for no)\n'))
 except ValueError:
 print("Not valid input")
 else:
 if choice in choices:
 return choices[choice]
 print("Not valid input")
def room_sides(room, inventory):
 if room['completed']:
 input('\nNothing of interest here.\n')
 else:
 input(room['intro'])
 print(room['question'])
 if perform_action():
 if room['item needed'] is None or room['item needed'] in inventory:
 for key in ['process', 'outcome', 'item found']:
 input(room[key])
 inventory.append(room['item'])
 room['completed'] = True
 else:
 print("That won't work.\n")
 else:
 input("\nI'll leave it alone for now.\n")
 main_hub()
def perform_action():
 choices = {1: True, 2: False}
 while True:
 try:
 choice = int(input('(1 for yes, 2 for no)\n'))
 except ValueError:
 print("Not valid input")
 else:
 if choice in choices:
 return choices[choice]
 print("Not valid input")
def room_sides(room, inventory):
 if room['completed']:
 input('\nNothing of interest here.\n')
 else:
 input(room['intro'])
 print(room['question'])
 if perform_action():
 if room['item needed'] is None or room['item needed'] in inventory:
 for key in ['process', 'outcome', 'item found']:
 input(room[key])
 inventory.append(room['item'])
 room['completed'] = True
 else:
 print("That won't work.\n")
 else:
 input("\nI'll leave it alone for now.\n")
 main_hub()
def perform_action():
 choices = {1: True, 2: False}
 while True:
 try:
 choice = int(input('(1 for yes, 2 for no)\n'))
 except ValueError:
 print("Not valid input")
 else:
 if choice in choices:
 return choices[choice]
 print("Not valid input")
def room_sides(room, inventory):
 if room['completed']:
 input('\nNothing of interest here.\n')
 else:
 input(room['intro'])
 print(room['question'])
 if perform_action():
 if room['item needed'] is None or room['item needed'] in inventory:
 for key in ['process', 'outcome', 'item found']:
 input(room[key])
 inventory.append(room['item'])
 room['completed'] = True
 else:
 print("That won't work.\n")
 else:
 input("\nI'll leave it alone for now.\n")
 main_hub()
Fixed typo
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jonrsharpe
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Source Link
jonrsharpe
  • 14k
  • 2
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