| Games-Nintendo-Mario documentation | Contained in the Games-Nintendo-Mario distribution. |
Games::Nintendo::Mario -- a class for jumping Italian plumbers
version 0.204
use Games::Nintendo::Mario; my $hero = Games::Nintendo::Mario->new(name => 'Luigi'); $hero->damage; # cue the Mario Death Music
This module provides a base class for representing the Mario Brothers from Nintendo's long-running Mario franchise of games. Each Mario object keeps track of the plumber's current state and can be damaged or given powerups to change his state.
newmy $hero = Games::Nintendo::Mario->new(name => 'Luigi');
The constructor for Mario objects takes two named parameters, name and
state. name must be either "Mario" or "Luigi" and state must be
"normal"
If left undefined, name and state will default to "Mario" and "normal"
respectively.
powerup $hero->powerup('hammer'); # this won't work
As the base Games::Nintendo::Mario class represents Mario from the original Mario Bros., there is no valid way to call this method. Subclasses representing Mario in other games may allow various powerup names to be passed.
damage$hero->damage;
This method causes the object to react as if Mario has been attacked or damaged. In the base Games::Nintendo::Mario class, this will always result in his death.
stateprint $hero->state;
This method accesses the name of Mario's current state.
nameprint $hero->name;
This method returns the name of the plumber's current form. (In the base class, this is always the same as the name passed to the constructor.)
games if (grep /World/, $hero->games) { ... }
This returns a list of the games in which Mario behaved according to the model provided by this class.
Wario, SMW.
Ricardo SIGNES <rjbs@cpan.org>
Copyright 2003 by Ricardo SIGNES <rjbs@cpan.org>
This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself.
See http://www.perl.com/perl/misc/Artistic.html
| Games-Nintendo-Mario documentation | Contained in the Games-Nintendo-Mario distribution. |
use strict; use warnings; package Games::Nintendo::Mario; our $VERSION = '0.204';
use Carp qw(cluck); sub _names { qw[Mario Luigi] } sub _states { qw[normal] } sub _items { () } sub _other_defaults { () } sub _goto_hash { { damage => 'dead' } } sub _goto { my $self = shift; my ($state, $item) = @_; my $goto = $self->_goto_hash; return unless exists $goto->{$item}; return $goto->{$item} unless (ref $goto->{$item} eq 'HASH'); return $goto->{$item}{_else} unless $goto->{$item}{$state}; return $goto->{$item}{$state}; }
sub new { my $class = shift; my %args = (name => 'Mario', state => 'normal', @_); unless (grep { $_ eq $args{name} } $class->_names) { cluck "bad name for plumber"; return; } unless (grep { $_ eq $args{state} } $class->_states) { cluck "bad starting state for plumber"; return; } my $plumber = { state => $args{state}, name => $args{name}, $class->_other_defaults }; bless $plumber => $class; }
sub powerup { my $plumber = shift; my $item = shift; if ($plumber->state eq 'dead') { cluck "$plumber->{name} can't power up when dead"; return $plumber; } unless (grep { $_ eq $item } $plumber->_items) { cluck "$plumber->{name} can't power up with that!"; return $plumber; } my $goto = $plumber->_goto($plumber->state,$item); $plumber->{state} = $goto if $goto; return $plumber; }
sub damage { my $plumber = shift; my $goto = $plumber->_goto($plumber->state,'damage'); $plumber->{state} = $goto if $goto; return $plumber; }
sub state { ## no critic Homonym my $plumber = shift; return $plumber->{state}; }
sub name { my $plumber = shift; return $plumber->{name} if $plumber->state eq 'normal'; my $name = $plumber->state . q{ } . $plumber->{name}; $name =~ s/(^.)/\u$1/; return $name; }
sub games { return ('Mario Bros.'); } "It's-a me! Mario!";