1 | /****************************************************************************
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2 | **
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3 | ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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4 | ** All rights reserved.
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5 | ** Contact: Nokia Corporation ([email protected])
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7 | ** This file is part of the documentation of the Qt Toolkit.
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9 | ** $QT_BEGIN_LICENSE:FDL$
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14 | ** written agreement between you and Nokia.
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15 | **
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16 | ** GNU Free Documentation License
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23 | ** Nokia at [email protected].
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24 | ** $QT_END_LICENSE$
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25 | **
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26 | ****************************************************************************/
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27 |
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28 | /*!
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29 | \example statemachine/rogue
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30 | \title Rogue Example
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31 |
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32 | The Rogue example shows how to use the Qt state machine for event
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33 | handling.
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34 |
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35 | \image rogue-example.png
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36 |
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37 | This example implements a simple text based game. Do you see the
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38 | \c{@} in the screenshot? That's you, the rogue. The \c{#}
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39 | characters are walls, and the dots represent floor. In a real
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40 | game, other ASCII characters would represent all kinds of objects
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41 | and creatures, for instance, ancient dragons (\c{D}s) or food
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42 | rations (\c{%}s). But let's not get carried away. In this game,
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43 | the rogue is simply running around in an empty room.
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44 |
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45 | The rogue is moved with the keypad (2, 4, 8, 6). That aside, we
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46 | have implemented a \c quit command that triggers if the player
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47 | types \c {q}. The player is then asked if he/she really wants to
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48 | quit.
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49 |
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50 | Most games have commands that need more than one key press (we
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51 | think of consecutive presses, i.e., not of several keys being
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52 | pressed at the same time). In this game, only the \c quit command
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53 | falls under this category, but for the sake of argument, let's
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54 | imagine a fully-fledged game with a rich set of commands. If we
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55 | were to implement these by catching key events in
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56 | \l{QWidget::}{keyPressEvent()}, we would have to keep a lot of
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57 | class member variables to track the sequence of keys already typed
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58 | (or find some other way of deducing the current state of a
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59 | command). This can easily lead to spaghetti, which is--as we all
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60 | well know, I'm sure--unpleasant. With a state machine, on the
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61 | other hand, separate states can wait for a single key press, and
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62 | that makes our lives a lot simpler.
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63 |
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64 | The example consists of two classes:
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65 |
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66 | \list
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67 | \o \c Window draws the text display of the game and sets
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68 | up the state machine. The window also has a status bar
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69 | above the area in which the rouge moves.
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70 | \o \c MovementTransition is a transition that carries out
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71 | a single move of the rogue.
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72 | \endlist
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73 |
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74 | Before we embark on a code walkthrough, it is necessary to take a
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75 | closer look at the design of the machine. Here is a state chart
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76 | that shows what we want to achieve:
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77 |
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78 | \image rogue-statechart.png
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79 |
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80 | The input state waits for a key press to start a new command.
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81 | When receiving a key it recognizes, it transitions to one of the
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82 | two commands of the game; though, as we will see, movement is
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83 | handled by the transition itself. The quit state waits for the
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84 | player to answer yes or no (by typing \c y or \c n) when asked
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85 | whether he/she really wants to quit the game.
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86 |
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87 | The chart demonstrates how we use one state to wait for a single
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88 | key press. The press received may trigger one of the transitions
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89 | connected to the state.
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90 |
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91 | \section1 Window Class Definition
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92 |
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93 | The \c Window class is a widget that draws the text display of the
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94 | game. It also sets up the state machine, i.e., creates and
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95 | connects the states in the machine. It is the key events from this
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96 | widget that are used by the machine.
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97 |
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98 | \snippet examples/statemachine/rogue/window.h 0
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99 |
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100 | \c Direction specifies the direction in which the rogue is to
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101 | move. We use this in \c movePlayer(), which moves the rogue and
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102 | repaints the window. The game has a status line above the area in
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103 | which the rogue moves. The \c status property contains the text of
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104 | this line. We use a property because the QState class allows
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105 | setting any Qt \l{Qt's Property System}{property} when entered.
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106 | More on this later.
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107 |
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108 | \snippet examples/statemachine/rogue/window.h 1
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109 |
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110 | The \c map is an array with the characters that are currently
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111 | displayed. We set up the array in \c setupMap(), and update it
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112 | when the rogue is moved. \c pX and \c pY is the current position
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113 | of the rogue. \c WIDTH and \c HEIGHT are macros specifying the
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114 | dimensions of the map.
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115 |
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116 | The \c paintEvent() function is left out of this walkthrough. We
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117 | also do not discuss other code that does not concern the state
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118 | machine (the \c setupMap(), \c status(), \c setStatus(), \c
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119 | movePlayer(), and \c sizeHint() functions). If you wish to take a
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120 | look at the code, click on the link for the \c window.cpp file at
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121 | the top of this page.
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122 |
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123 | \section1 Window Class Implementation
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124 |
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125 | Here is the constructor of \c Window:
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126 |
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127 | \snippet examples/statemachine/rogue/window.cpp 0
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128 | \dots
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129 | \snippet examples/statemachine/rogue/window.cpp 1
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130 |
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131 | The player starts off at position (5, 5). We then set up the map
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132 | and statemachine. Let's proceed with the \c buildMachine()
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133 | function:
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134 |
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135 | \snippet examples/statemachine/rogue/window.cpp 2
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136 |
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137 | We enter \c inputState when the machine is started and from the \c
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138 | quitState if the user wants to continue playing. We then set the
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139 | status to a helpful reminder of how to play the game.
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140 |
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141 | First, the \c Movement transition is added to the input state.
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142 | This will enable the rogue to be moved with the keypad. Notice
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143 | that we don't set a target state for the movement transition. This
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144 | will cause the transition to be triggered (and the
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145 | \l{QAbstractTransition::}{onTransition()} function to be invoked),
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146 | but the machine will not leave the \c inputState. If we had set \c
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147 | inputState as the target state, we would first have left and then
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148 | entered the \c inputState again.
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149 |
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150 | \snippet examples/statemachine/rogue/window.cpp 3
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151 |
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152 | When we enter \c quitState, we update the status bar of the
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153 | window.
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154 |
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155 | \c QKeyEventTransition is a utility class that removes the hassle
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156 | of implementing transitions for \l{QKeyEvent}s. We simply need to
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157 | specify the key on which the transition should trigger and the
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158 | target state of the transition.
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159 |
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160 | \snippet examples/statemachine/rogue/window.cpp 4
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161 |
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162 | The transition from \c inputState allows triggering the quit state
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163 | when the player types \c {q}.
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164 |
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165 | \snippet examples/statemachine/rogue/window.cpp 5
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166 |
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167 | The machine is set up, so it's time to start it.
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168 |
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169 | \section1 The MovementTransition Class
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170 |
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171 | \c MovementTransition is triggered when the player request the
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172 | rogue to be moved (by typing 2, 4, 6, or 8) when the machine is in
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173 | the \c inputState.
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174 |
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175 | \snippet examples/statemachine/rogue/movementtransition.h 0
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176 |
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177 | In the constructor, we tell QEventTransition to only send
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178 | \l{QEvent::}{KeyPress} events to the
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179 | \l{QAbstractTransition::}{eventTest()} function:
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180 |
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181 | \snippet examples/statemachine/rogue/movementtransition.h 1
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182 |
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183 | The KeyPress events come wrapped in \l{QStateMachine::WrappedEvent}s. \c event
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184 | must be confirmed to be a wrapped event because Qt uses other
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185 | events internally. After that, it is simply a matter of checking
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186 | which key has been pressed.
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187 |
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188 | Let's move on to the \c onTransition() function:
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189 |
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190 | \snippet examples/statemachine/rogue/movementtransition.h 2
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191 |
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192 | When \c onTransition() is invoked, we know that we have a
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193 | \l{QEvent::}{KeyPress} event with 2, 4, 6, or 8, i.e., the event
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194 | is already unwrapped.
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195 |
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196 | \section1 The Roguelike Tradition
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197 |
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198 | You might have been wondering why the game features a rogue. Well,
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199 | these kinds of text based dungeon exploration games date back to a
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200 | game called, yes, "Rogue". Although outflanked by the technology
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201 | of modern 3D computer games, roguelikes have a solid community of
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202 | hard-core, devoted followers.
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203 |
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204 | Playing these games can be surprisingly addictive (despite the
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205 | lack of graphics). Angband, the perhaps most well-known rougelike,
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206 | is found here: \l{http://rephial.org/}.
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207 | */
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208 |
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