X-Git-Url: https://jxself.org/git/?p=ibg.git;a=blobdiff_plain;f=chapters%2F06.rst;h=495b8d4b973a4b183b4f03e53809c770ef6055a7;hp=902ff0b26ef5a977cb4182b1169d43f80bd54f51;hb=95b5702817b987123d71d432f81eeb0c7101b59c;hpb=f9eb50b5024de49b2df4b5daab471731840195d3 diff --git a/chapters/06.rst b/chapters/06.rst index 902ff0b..495b8d4 100644 --- a/chapters/06.rst +++ b/chapters/06.rst @@ -6,19 +6,15 @@ .. epigraph:: - | *K was King William, once governed the land;* - | *L was a lady, who had a white hand.* + | |CENTER| *K was King William, once governed the land;* + | |CENTER| *L was a lady, who had a white hand.* .. only:: html .. image:: /images/picK.png :align: left -.. raw:: latex - - \dropcap{k} - -eeping up the momentum, this chapter (and the three which follow) works +|K|\eeping up the momentum, this chapter (and the three which follow) works steadily through the design of the "William Tell" game that we encountered right at the start of this guide. Many of the principles are the same as the ones we explained when designing Heidi and her forest, so we'll not @@ -204,7 +200,7 @@ The game won't compile in this state, because it contains references to objects which we haven't yet defined. In any case, we don't intend to build up the game in layers as we did last time, but rather to talk about it in logically related chunks. To see (and if you wish, to type) the -complete source, go to "William Tell" story on page 219. +complete source, go to :doc:`/appendices/c`. Object classes ============== @@ -339,7 +335,10 @@ You'll notice that, if an object has no block of attributes, the semicolon which terminates its definition simply moves to the end of its last property. -.. rubric:: A class for props +.. _props-class: + +A class for props +----------------- We use the ``Room`` class in "William Tell", and a few other classes besides. Here's a ``Prop`` class (that's "Prop" in the sense of a @@ -434,7 +433,8 @@ object like Heidi's ``tree`` and ``cottage``, is to support EXAMINE for increased realism, while clearly hinting to players that trying other verbs would be a waste of time. -.. rubric:: A class for furniture +A class for furniture +--------------------- The last class for now -- we'll talk about the ``Arrow`` and ``NPC`` classes in the next chapter -- is for furniture-like objects. If you label @@ -475,6 +475,6 @@ probably reuse them in your next game. Now that most of our class definitions are in place, we can get on with defining some real rooms and objects. First, though, if you're typing in the "William Tell" game as you read through the guide, you'd probably like -to check that what you've entered so far is correct; "Compile-as-you-go" on -page 233 explains how to compile the game in its current -- incomplete -- -state. +to check that what you've entered so far is correct; +:ref:`compile-as-you-go` explains how to compile the game in its current -- +incomplete -- state.