Doriano Blengino ha scritto: > jbskaggs ha scritto: >> I am not saying goto isnt needed at all- just that to do what he is doing it >> isn't. Furthermore too many goto's create spaghetti code which becomes >> really hard to follow. :) >> >> >> But I do get what your saying and I have used goto's the same way- though >> not in a while. For me it was when I began to think less sequentially and >> more interconnectedly that my code became clearer and my need for goto's >> became less. And it was hard for me to overcome my habit of: >> >> 10 input x >> 20 if x = 0 then goto 40 >> 30 goto 10 >> 40 print "yeah" >> and so on... >> >> I seriously had a hard time grasping that OO was pseudo nonsequential! >> > I think that GOTOs have nothing to do with OO programming, but instead > they relate to "structured programming". > In C and Pascal (and many many others), which are structured, you can > totally avoid GOTOs, if you want. But, as Nando says, sometimes GOTOs > are clearer that while-do-loop-if-elseif-elseif and so on. > The real thing is to have *both* structures and GOTOs; if either is > missing, then the language is poor. > > Regards, > Doriano > > ------------------------------------------------------------------------------ > Stay on top of everything new and different, both inside and > around Java (TM) technology - register by April 22, and save > $200 on the JavaOne (SM) conference, June 2-5, 2009, San Francisco. > 300 plus technical and hands-on sessions. Register today. > Use priority code J9JMT32. http://p.sf.net/sfu/p > _______________________________________________ > Gambas-user mailing list > Gambas-user@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/gambas-user >
You are OT. Subject was how to write an adventure game, not how to program with or without GOTO's ;-) Coming back to the original post, a lot of years ago I wrote a couple ob text-based adventure games based on "rooms". I created a little matrix (the "rooms") with a basic description of what was the room, then I had another array that contained the rooms of the game where the items were located. Everytime that the player entered a room the game: - loaded the default description of the room; - checked if there was an item in that particular room: if yes, it then loaded the description of the object; - printed the available exits. If the player typed to get an object, the program simply checked if that object was present in the room; if the player asked to go in a particular direction, the program checked if that exit was present too. This prehambol to say that it is not difficult to implement such kind of games: you just have to create a general interface and then modify the available actions depending on what the room contains. -- Ciao. Leo. Web: www.leonardomiliani.com E-mail: leona...@leonardomiliani.com Scegli software opensource - Choose opensource software Co-fondatore di Gambas-it.org Il sito di riferimento della comunità italiana degli utenti di Gambas www.gambas-it.org ------------------------------------------------------------------------------ Stay on top of everything new and different, both inside and around Java (TM) technology - register by April 22, and save $200 on the JavaOne (SM) conference, June 2-5, 2009, San Francisco. 300 plus technical and hands-on sessions. Register today. Use priority code J9JMT32. http://p.sf.net/sfu/p _______________________________________________ Gambas-user mailing list Gambas-user@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/gambas-user