patternpythonMinor
Skeleton for a text-based RPG
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skeletontextforbasedrpg
Problem
I'm new to python and created this small program. It's basically a skeleton for a simple text-based RPG. The program is one menu that allows you to:
I'm looking for constructive criticism from any angle, be that if I comment too much, if I'm not comment to specific, if my variables are to implicit, or any other flaws in my programming. Perhaps a better way for a menu but this time using tuples or dictionaries. Perhaps you noticed a redundancy in my code.
I'd also appreciate if someone can give me some direction if my goal is to make a top-side RPG. Should I use tkinter? PyGame? Tmxlib? Or should I just focus on the programming aspect for now until I'm a bit more experienced before tackling a library?
```
# Pickle for object serialization, OS to check if character data file exist
import pickle
import os
class Character(object):
def __init__(self, name, exp):
self.name = name
self.exp = exp
self.lvl = self.exp/100
# Simple character statistic display using the new format technique instead of %
def stats(self):
print ("Character stats: {}, you are level {} with {} experience points!".format(self.name,self.lvl,self.exp))
# Simple battle program, has one paramter for the amount of EXP
# self.lvl is necessary to update the self.lvl variable with the actual level
def battle(self,exp):
self.exp = self.exp + exp
self.lvl = self.exp/100
print ("Successful battle! {} experienced gained!".format(exp))
self.stats()
# Not sure what to comment for starting variables? "Global variables?" "Initial variables"?
# sets menu on loop and player sees the main menu
loop_menu = True
menu_choice = "main"
# error prevention
new_character = None
fileCheck = "charData"
# menu_display
# 1 = menu with input
# "new" = input
menu_display = 1
# menu_error
# None = no error yet
# 1 = invalid input receive
- Create a Character
- View Character Stats/Attributes
- Load Character
- Battle
- Save
- Quit
I'm looking for constructive criticism from any angle, be that if I comment too much, if I'm not comment to specific, if my variables are to implicit, or any other flaws in my programming. Perhaps a better way for a menu but this time using tuples or dictionaries. Perhaps you noticed a redundancy in my code.
I'd also appreciate if someone can give me some direction if my goal is to make a top-side RPG. Should I use tkinter? PyGame? Tmxlib? Or should I just focus on the programming aspect for now until I'm a bit more experienced before tackling a library?
```
# Pickle for object serialization, OS to check if character data file exist
import pickle
import os
class Character(object):
def __init__(self, name, exp):
self.name = name
self.exp = exp
self.lvl = self.exp/100
# Simple character statistic display using the new format technique instead of %
def stats(self):
print ("Character stats: {}, you are level {} with {} experience points!".format(self.name,self.lvl,self.exp))
# Simple battle program, has one paramter for the amount of EXP
# self.lvl is necessary to update the self.lvl variable with the actual level
def battle(self,exp):
self.exp = self.exp + exp
self.lvl = self.exp/100
print ("Successful battle! {} experienced gained!".format(exp))
self.stats()
# Not sure what to comment for starting variables? "Global variables?" "Initial variables"?
# sets menu on loop and player sees the main menu
loop_menu = True
menu_choice = "main"
# error prevention
new_character = None
fileCheck = "charData"
# menu_display
# 1 = menu with input
# "new" = input
menu_display = 1
# menu_error
# None = no error yet
# 1 = invalid input receive
Solution
Design considerations
There are a few higher level design considerations that will make your life a lot easier if you decide to make a more complicated game or go to a GUI approach.
Input/output
One thing I see is that you don't have a clear separation of the input/output and the game logic. This will make it considerably harder to move to say a GUI approach in the future.
For example:
You have 2 things going on here that really should be separate. You have the battle aspect that updates information about the character and you have some output handling. As it currently stands there is an implicit assumption in parts of your code that the game is a terminal based game because of where the input/output occurs.
These types of situations are much more nicely handled if you split the input/output out from the game logic.
So in this case:
Might become
Now if you move to a GUI approach you just change the
Lack of functions
There's a noticeable lack of functions here. An especially good example is the menu handler, with the large change of else-if statements:
I would start breaking out things like this into functions:
Again notice how I am separating out the input/output here from the other functionality. Step 1: create the character then step 2: deal with the output. I would do a similar refactoring with other cases in this chain of else-if's.
Mutable global state
This can turn into a particularly nasty maintenance burden as your codebase grows in size. It makes the flow of the code harder to follow and reason about. This is because having global state that can be change from anywhere makes it much harder to track down which parts of the code can change other parts of the code.
I would strongly recommend creating a class that manages the state of the game which contains the main game loop. This will pay off whenever you have issues you have to debug.
Python usage
In some places you are comparing against
For example
can be written as:
I notice you quit the program by breaking out of the main game loop. If there is code after the thread loop you might not immediately quit here. If your intent is to quite immediately you can use something like:
This guarantees your code exits here.
There are a few higher level design considerations that will make your life a lot easier if you decide to make a more complicated game or go to a GUI approach.
Input/output
One thing I see is that you don't have a clear separation of the input/output and the game logic. This will make it considerably harder to move to say a GUI approach in the future.
For example:
class Character(object):
def battle(self,exp):
self.exp = self.exp + exp
self.lvl = self.exp/100
print ("Successful battle! {} experienced gained!".format(exp))
self.stats()You have 2 things going on here that really should be separate. You have the battle aspect that updates information about the character and you have some output handling. As it currently stands there is an implicit assumption in parts of your code that the game is a terminal based game because of where the input/output occurs.
These types of situations are much more nicely handled if you split the input/output out from the game logic.
So in this case:
new_character.battle(100)Might become
old_exp, old_lvl = new_character.exp, new_character.exp
new_character.battle(100)
print ("Successful battle! {} experienced gained!".format(new_character.exp - old_exp))Now if you move to a GUI approach you just change the
print here to something else. This is a lot easier than having to track down the print statements scattered throughout the code.Lack of functions
There's a noticeable lack of functions here. An especially good example is the menu handler, with the large change of else-if statements:
if menu_choice == "new":
chardata = ["Foo", 300]
new_character = Character(*chardata)
print ("New character created!")
new_character.stats()I would start breaking out things like this into functions:
def create_new_character(character_data):
"""Create a new character"""
new_character = Character(*chardata)
new_character.stats()
return new_character
if menu_choice = "new":
new_character = create_new_character(["Foo", 300])
print ("New character created!")Again notice how I am separating out the input/output here from the other functionality. Step 1: create the character then step 2: deal with the output. I would do a similar refactoring with other cases in this chain of else-if's.
Mutable global state
This can turn into a particularly nasty maintenance burden as your codebase grows in size. It makes the flow of the code harder to follow and reason about. This is because having global state that can be change from anywhere makes it much harder to track down which parts of the code can change other parts of the code.
I would strongly recommend creating a class that manages the state of the game which contains the main game loop. This will pay off whenever you have issues you have to debug.
Python usage
In some places you are comparing against
None and other "truthiness" values. This is not a recommend practice.For example
while loop_menu == True:
if menu_display == "new" and menu_error == None:can be written as:
while loop_menu:
if menu_display == "new" and not menu_error:I notice you quit the program by breaking out of the main game loop. If there is code after the thread loop you might not immediately quit here. If your intent is to quite immediately you can use something like:
elif menu_choice == "quit":
print ("Quitting program...")
import sys
sys.exit()This guarantees your code exits here.
Code Snippets
class Character(object):
def battle(self,exp):
self.exp = self.exp + exp
self.lvl = self.exp/100
print ("Successful battle! {} experienced gained!".format(exp))
self.stats()new_character.battle(100)old_exp, old_lvl = new_character.exp, new_character.exp
new_character.battle(100)
print ("Successful battle! {} experienced gained!".format(new_character.exp - old_exp))if menu_choice == "new":
chardata = ["Foo", 300]
new_character = Character(*chardata)
print ("New character created!")
new_character.stats()def create_new_character(character_data):
"""Create a new character"""
new_character = Character(*chardata)
new_character.stats()
return new_character
if menu_choice = "new":
new_character = create_new_character(["Foo", 300])
print ("New character created!")Context
StackExchange Code Review Q#97282, answer score: 4
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