dark rooms (well, the only dark room in the game *is* the toilet, but we
are trying to provide a general rule).
-.. todo::
+ :samp:`objectloop (variable) {statement};`
- Lots of italicized typewriter stuff here...
+is a loop statement, one of the four defined in Inform. A loop statement is
+a construct that allows you to run several times through a statement (or a
+statement block). ``objectloop`` performs the :samp:`{statement}` once for
+every object defined in the (``variable``) . If we were to code:
-.. code-block:: inform6
-
- objectloop (variable) statement;
+ :samp:`objectloop (item) {statement};`
-is a loop statement, one of the four defined in Inform. A loop statement
-is a construct that allows you to run several times through a statement
-(or a statement block). ``objectloop`` performs the ``statement`` once
-for every object defined in the (``variable``) . If we were to code:
+then the :samp:`{statement}` would be executed once for each object in the
+game. However, we want to perform the statement only for those objects
+whose parent object is the same as the player's parent object: that is, for
+objects in the same room as the player, so we instead code:
-.. code-block:: inform6
+ :samp:`objectloop (item in parent(player)) {statement};`
- objectloop (item) statement;
-
-then the ``statement`` would be executed once for each object in the
-game. However, we want to perform the statement only for those objects
-whose parent object is the same as the player's parent object: that is,
-for objects in the same room as the player, so we instead code:
-
-.. code-block:: inform6
-
- objectloop (item in parent(player)) statement;
-
-What is the actual ``statement`` that we'll repeatedly execute?
+What is the actual :samp:`{statement}` that we'll repeatedly execute?
.. code-block:: inform6
lines to the ``Initialise`` routine to make sure that the player does
not start the game naked:
-
-
-
-.. rubric:: Footnotes
-
-.. [#dark]
-
- We're alluding here to the Classical concept of mimesis. In an
- oft-quoted essay from 1996, Roger Giner-Sorolla wrote: "I see
- successful fiction as an imitation or 'mimesis' of reality, be it
- this world's or an alternate world's. Well-written fiction leads the
- reader to temporarily enter and believe in the reality of that world.
- A crime against mimesis is any aspect of an IF game that breaks the
- coherence of its fictional world as a representation of reality."
-
.. code-block:: inform6
[ Initialise;
talk a little more about compilation and debugging, and send you off
into the big wide world of IF authorship.
+
+.. rubric:: Footnotes
+
+.. [#dark]
+
+ We're alluding here to the Classical concept of mimesis. In an
+ oft-quoted essay from 1996, Roger Giner-Sorolla wrote: "I see
+ successful fiction as an imitation or 'mimesis' of reality, be it
+ this world's or an alternate world's. Well-written fiction leads the
+ reader to temporarily enter and believe in the reality of that world.
+ A crime against mimesis is any aspect of an IF game that breaks the
+ coherence of its fictional world as a representation of reality."
+