CORDING ACADEMY
MU
Credit: https://codewith.mu
Inthe first part of this series, we explored how to create and move between rooms, which is the basis for any solid text adventure. Hopefully by now you’ll have mapped out your own adventure, either using good old-fashioned grid paper or specialist software such as IFMapper.
Moving between areas is all well and fine but the essence of any text adventure centres around the items you find. Sometimes these are things you can pick up to use later. In other cases, examining items might give you clues on how to progress to other areas.
Setting up an inventory for your player is simply a matter of adding the attribute to the Player class:
The previous move function we used is going to get unwieldy if we keep adding the full code for player actions. It’s better to spin off commands like listing the player inventory into