Decorate Your IF Rooms
Add objects to your barren Inform adventure rooms.
Thanks to
[Hack #85]
, we have
two
rooms, but they’re both empty.
Let’s create our first inhabitant: that fierce-eyed
access controller in the Router
.
Add this object to your source file. You can put it anywhere between
the Include "VerbLib";
and Include "Grammar";
lines, but it’s tidier to put
it right after the Router
object definition.
Object controller "access controller" Router, with name 'access' 'controller', article "an", description "The controller guards its network connection with fierce and watchful intent.", has scenery;
This is the controller
object.
It’s similar to the Router
and
Scanner
objects, but with a couple of differences.
The first line defines an Object
called
controller
, printed in the game as access controller
, but there’s a fourth element,
Router
, that indicates where the object is.
It’s not a free-floating thing, as the rooms are. It
begins the game inside the Router
(in fact, it
never moves from there).
The has
line, once again, introduces a list of
attributes. It’s down at the bottom this time.
(That’s a matter of taste; you can put the
has
attributes before or after the
with
property declarations.) The only attribute
here is scenery
. This fixes the controller in
place; the player can’t pick it up or move it.
Scenery
objects must also be mentioned in the
room’s description
property. The
standard library won’t mention it. The controller
does appear in the Router
’s description, so this ...
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