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I wondered how far I could get without classes. I think this (0.0.0.9004) is far as I want to go without tripping over spaghetti.
Create a player class and then parent classes for enemies, food, maybe rooms, etc, where individual instances of each one inherit their respective parent class.
S3 (benefit of no dependency) or {R6} (benefit of having used it before and possibly better organisationally).
I think this should be done properly in {r.oguelike2}. {r.oguelike} is function-driven spaghetti that's not really expandable. Consider it a proof-of-concept toy.
I wondered how far I could get without classes. I think this (0.0.0.9004) is far as I want to go without tripping over spaghetti.
Create a player class and then parent classes for enemies, food, maybe rooms, etc, where individual instances of each one inherit their respective parent class.
S3 (benefit of no dependency) or {R6} (benefit of having used it before and possibly better organisationally).
Of course, Giora's approach can be referenced.
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