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Games::Goban 1.100
Games::Goban is a board for playing go, renju, othello, etc. more>>
Games::Goban is a board for playing go, renju, othello, etc.
SYNOPSIS
use Games::Goban;
my $board = new Games::Goban (
size => 19,
game => "go",
white => "Seigen, Go",
black => "Minoru, Kitani",
referee => &Games::Goban::Rules::Go,
);
$board->move("pd"); $board->move("dd");
print $board->as_sgf;
This is a generic module for handling goban-based board games. Theoretically, it can be used to handle many of the other games which can use Smart Game Format (SGF) but I want to keep it reasonably restricted in order to keep it simple.
<<lessSYNOPSIS
use Games::Goban;
my $board = new Games::Goban (
size => 19,
game => "go",
white => "Seigen, Go",
black => "Minoru, Kitani",
referee => &Games::Goban::Rules::Go,
);
$board->move("pd"); $board->move("dd");
print $board->as_sgf;
This is a generic module for handling goban-based board games. Theoretically, it can be used to handle many of the other games which can use Smart Game Format (SGF) but I want to keep it reasonably restricted in order to keep it simple.
Download (0.015MB)
Added: 2007-01-06 License: Perl Artistic License Price:
1035 downloads
goban 1.0
goban replays historic games of go (wei-chi, baduk). more>>
goban replays historic games of go (aka wei-chi and baduk).
It works with xscreensaver, and Gnome.
goban is based on cgoban by Bill Schubert.
<<lessIt works with xscreensaver, and Gnome.
goban is based on cgoban by Bill Schubert.
Download (0.53MB)
Added: 2005-04-25 License: GPL (GNU General Public License) Price:
1647 downloads
Games::Go::AGATourn 1.035
AGATourn is a Perl extensions to ease the pain of using AGA tournament data files. more>>
AGATourn is a Perl extensions to ease the pain of using AGA tournament data files.
SYNOPSIS
use Games::Go::AGATourn;
my $agaTourn = Games::Go::AGATourn->new (options);
An AGATourn object represents a round or several rounds of an American Go Association tournament. There are methods for parsing several type of AGA file format:
tdlist
The entire list of AGA members including playing strength, club affiliation, and some other stuff.
register.tde
The starting point for a tournament. All players in a tournament must be entered in the register.tde file.
round results: 1.tde, 2.tde, etc.
Game results for each round of the tournament.
A note on IDs: in general, hashes in an AGATourn object are keyed by the AGA ID. An AGA ID consists of a three letter country specifier (like USA or TMP for temporary IDs) concatenated to an integer. Here we specify the three letter country specifier as the country and the integer part as the agaNum. The country concatenated with the agaNum is the ID. My ID for example is USA2122. IDs should be normalized (capitalize the country part and remove preceding 0s from the agaNum part) with the NormalizeID method (below).
Note also that some programs may accept limited integers in the agaNum part of the ID. Accelerat, for example, seems to accept only up to 32K (someone used a signed short somewhere?)
<<lessSYNOPSIS
use Games::Go::AGATourn;
my $agaTourn = Games::Go::AGATourn->new (options);
An AGATourn object represents a round or several rounds of an American Go Association tournament. There are methods for parsing several type of AGA file format:
tdlist
The entire list of AGA members including playing strength, club affiliation, and some other stuff.
register.tde
The starting point for a tournament. All players in a tournament must be entered in the register.tde file.
round results: 1.tde, 2.tde, etc.
Game results for each round of the tournament.
A note on IDs: in general, hashes in an AGATourn object are keyed by the AGA ID. An AGA ID consists of a three letter country specifier (like USA or TMP for temporary IDs) concatenated to an integer. Here we specify the three letter country specifier as the country and the integer part as the agaNum. The country concatenated with the agaNum is the ID. My ID for example is USA2122. IDs should be normalized (capitalize the country part and remove preceding 0s from the agaNum part) with the NormalizeID method (below).
Note also that some programs may accept limited integers in the agaNum part of the ID. Accelerat, for example, seems to accept only up to 32K (someone used a signed short somewhere?)
Download (0.015MB)
Added: 2007-01-02 License: Perl Artistic License Price:
1025 downloads
Games::GoogleWhack 1.4
Games::GoogleWhack is a Perl module that finds, verifies, and/or submits GoogleWhacks. more>>
Games::GoogleWhack is a Perl module that finds, verifies, and/or submits GoogleWhacks.
SYNOPSIS
use Games::GoogleWhack;
my $googlewhack = Games::GoogleWhack->new();
my $is_googlewhack = $googlewhack->is_googlewhack(foo, bar);
die $googlewhack->errstr if $googlewhack->errstr;
print "Youve found a GoogleWhack! Congrats! :-)n" if $is_googlewhack;
NOTE: THIS MODULE MAKES EXTERNAL CONNECTIONS TO GOOGLE.COM, DICTIONARY.COM, and/or GOOGLEWHACK.COM. IT IS THE USERS RESPONSIBILITY TO ENSURE THAT THEY ARE IN COMPLIANCE WITH ANY RESPECTIVE TERMS OF USE CLAUSES FOR SITE USAGE. THE AUTHOR ASSUMES NO LIABILITY FOR THE USE OR MISUSE OF THIS MODULE.
<<lessSYNOPSIS
use Games::GoogleWhack;
my $googlewhack = Games::GoogleWhack->new();
my $is_googlewhack = $googlewhack->is_googlewhack(foo, bar);
die $googlewhack->errstr if $googlewhack->errstr;
print "Youve found a GoogleWhack! Congrats! :-)n" if $is_googlewhack;
NOTE: THIS MODULE MAKES EXTERNAL CONNECTIONS TO GOOGLE.COM, DICTIONARY.COM, and/or GOOGLEWHACK.COM. IT IS THE USERS RESPONSIBILITY TO ENSURE THAT THEY ARE IN COMPLIANCE WITH ANY RESPECTIVE TERMS OF USE CLAUSES FOR SITE USAGE. THE AUTHOR ASSUMES NO LIABILITY FOR THE USE OR MISUSE OF THIS MODULE.
Download (0.012MB)
Added: 2006-11-28 License: Perl Artistic License Price:
1067 downloads
Games::Bingo::Bot 0.01
Games::Bingo::Bot is a simple class holding IRC related methods for bingo. more>>
Games::Bingo::Bot is a simple class holding IRC related methods for bingo.
SYNOPSIS
use Games::Bingo::Bot;
use constant ANY => 1; use constant PUBLIC => 2; use constant PRIVATE => 3;
my $gbb = Games::Bingo::Bot->new();
my $sub = $gbb->{commands}->{$msg});
my ($type, $answer) = &$sub($gbb, $nick);
This module contains all the commands supported by the Games::Bingo::Bot IRC bot (see the script in the bin directory).
The Games::Bingo::Bot class (this) and the script mentioned above is a complete IRC setup for playing Bingo, using the Games::Bingo module.
These are the bingobot commands:
help - this message
play - join a game
stats - get the current statistics of the running game
pull - pull the next number
bingo - you indicate to the bot that you have bingo
pulled - shows you what number have been pulled
show - lists the numbers on your plate
The command are described below in detail (SEE COMMANDS).
Not implemented yet (SEE TODO):
auto - enables automode (automatic number pulling)
noauto - disables automode
All commands can be sent into the channel or send as private messages to the bot. The bot can repond as both of these ways aswell. The reponses are sent as follows:
help, show and all errors are always private messages
pull and bingo are always public
play, pulled, stats, auto, noauto depends on how you query
As long as the bot is online a game is running.
<<lessSYNOPSIS
use Games::Bingo::Bot;
use constant ANY => 1; use constant PUBLIC => 2; use constant PRIVATE => 3;
my $gbb = Games::Bingo::Bot->new();
my $sub = $gbb->{commands}->{$msg});
my ($type, $answer) = &$sub($gbb, $nick);
This module contains all the commands supported by the Games::Bingo::Bot IRC bot (see the script in the bin directory).
The Games::Bingo::Bot class (this) and the script mentioned above is a complete IRC setup for playing Bingo, using the Games::Bingo module.
These are the bingobot commands:
help - this message
play - join a game
stats - get the current statistics of the running game
pull - pull the next number
bingo - you indicate to the bot that you have bingo
pulled - shows you what number have been pulled
show - lists the numbers on your plate
The command are described below in detail (SEE COMMANDS).
Not implemented yet (SEE TODO):
auto - enables automode (automatic number pulling)
noauto - disables automode
All commands can be sent into the channel or send as private messages to the bot. The bot can repond as both of these ways aswell. The reponses are sent as follows:
help, show and all errors are always private messages
pull and bingo are always public
play, pulled, stats, auto, noauto depends on how you query
As long as the bot is online a game is running.
Download (0.006MB)
Added: 2007-01-02 License: Perl Artistic License Price:
1032 downloads
Games::Object 0.11
Games::Object is a Perl module to provide a base class for game objects. more>>
Games::Object is a Perl module to provide a base class for game objects.
SYNOPSIS
package MyGameObject;
use Games::Object;
use vars qw(@ISA);
@ISA = qw(Games::Object);
sub new {
# Create object
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new(@_);
bless $self, $class;
# Add attributes
$self->new_attr(-name => "hit_points",
-type => int,
-value => 20,
-tend_to_rate => 1);
$self->new_attr(-name => "strength",
-type => int,
-value => 12,
-minimum => 3,
-maximum => 18);
...
return $self;
}
package MyObjectManager;
use Games::Object::Manager;
use vars qw(@ISA);
@ISA = qw(Games::Object::Manager);
sub new {
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new( , @_);
bless $self, $class;
...
return $self;
}
my $world = new MyObjectManager;
my $object = new MyGameObject;
$world->add($object);
ABSTRACT
The purpose of this module is to allow a programmer to write a game in Perl easily by providing a basic framework in the form of a module that can be either subclassed to a module of your own or used directly as its own object class. The most important items in this framework are:
Attributes
You can define arbitrary attributes on objects with rules on how they may be updated, as well as set up automatic update of attributes whenever the objects process() method is invoked. For example, you could set an attribute on an object such that:
It ranges from 0 to 100.
Internally it tracks fractional changes to the value but accessing the attribute will always round the result to an integer.
It will automatically tend towards the maximum by 1 every time process() is called on the object.
A method in your subclass will be invoked automatically if the value falls to 0.
This is just one example of what you can do with attributes.
Flags
You can define any number of arbitrarily-named flags on an object. A flag is a little like a boolean attribute, in that it can have a value of either true or false. Like attributes, flags can be created independently on different objects. No "global" flag list is imposed.
Load/Save functionality
Basic functionality is provided for saving data from an object to a file, and for loading data back into an object. This handles the bulk of load game / save game processing, freeing the programmer to worry about the mechanics of the game itself.
The load functionality can also be used to create objects from object templates. An object template would be a save file that contains a single object.
Object Managers
New to version 0.10 of this module is object managers. An object manager is a Perl object that allows you to manage groups of related game objects. The object manager allows you to relate objects together (for example, you could define a relationship that allows certain objects to act as containers for other objects). In effect, the object manager acts as your world or universe.
Like the game object class, the manager class can be subclassed, allowing you augment its functionality. An object manager can be loaded and saved, which in turn performs a load or save of the objects being managed by it.
<<lessSYNOPSIS
package MyGameObject;
use Games::Object;
use vars qw(@ISA);
@ISA = qw(Games::Object);
sub new {
# Create object
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new(@_);
bless $self, $class;
# Add attributes
$self->new_attr(-name => "hit_points",
-type => int,
-value => 20,
-tend_to_rate => 1);
$self->new_attr(-name => "strength",
-type => int,
-value => 12,
-minimum => 3,
-maximum => 18);
...
return $self;
}
package MyObjectManager;
use Games::Object::Manager;
use vars qw(@ISA);
@ISA = qw(Games::Object::Manager);
sub new {
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new( , @_);
bless $self, $class;
...
return $self;
}
my $world = new MyObjectManager;
my $object = new MyGameObject;
$world->add($object);
ABSTRACT
The purpose of this module is to allow a programmer to write a game in Perl easily by providing a basic framework in the form of a module that can be either subclassed to a module of your own or used directly as its own object class. The most important items in this framework are:
Attributes
You can define arbitrary attributes on objects with rules on how they may be updated, as well as set up automatic update of attributes whenever the objects process() method is invoked. For example, you could set an attribute on an object such that:
It ranges from 0 to 100.
Internally it tracks fractional changes to the value but accessing the attribute will always round the result to an integer.
It will automatically tend towards the maximum by 1 every time process() is called on the object.
A method in your subclass will be invoked automatically if the value falls to 0.
This is just one example of what you can do with attributes.
Flags
You can define any number of arbitrarily-named flags on an object. A flag is a little like a boolean attribute, in that it can have a value of either true or false. Like attributes, flags can be created independently on different objects. No "global" flag list is imposed.
Load/Save functionality
Basic functionality is provided for saving data from an object to a file, and for loading data back into an object. This handles the bulk of load game / save game processing, freeing the programmer to worry about the mechanics of the game itself.
The load functionality can also be used to create objects from object templates. An object template would be a save file that contains a single object.
Object Managers
New to version 0.10 of this module is object managers. An object manager is a Perl object that allows you to manage groups of related game objects. The object manager allows you to relate objects together (for example, you could define a relationship that allows certain objects to act as containers for other objects). In effect, the object manager acts as your world or universe.
Like the game object class, the manager class can be subclassed, allowing you augment its functionality. An object manager can be loaded and saved, which in turn performs a load or save of the objects being managed by it.
Download (0.083MB)
Added: 2006-09-30 License: Perl Artistic License Price:
1119 downloads
Java Games 1.0
Java Games is a collection of simple games that are compiled into Java applets and meant to be played online in a Web browser. more>>
Java Games project is a collection of simple games that are compiled into Java applets and meant to be played online in a Web browser.
Currently the collection contains four games: XO World (similar to tic-tac-toe, but with lines of 5 on a 10x10 board); 100 Mack (guess the random combination of 4 images out of a set of six); Memory (flip 2 plates at a time to find matching pairs); and Tetris.
<<lessCurrently the collection contains four games: XO World (similar to tic-tac-toe, but with lines of 5 on a 10x10 board); 100 Mack (guess the random combination of 4 images out of a set of six); Memory (flip 2 plates at a time to find matching pairs); and Tetris.
Download (0.13MB)
Added: 2007-02-20 License: GPL (GNU General Public License) Price:
985 downloads
Games::3D 0.09
Games::3D is a package containing an object system for (not only) 3D games. more>>
Games::3D is a package containing an object system for (not only) 3D games.
SYNOPSIS
use Games::3D::World;
my $world = Games::3D::World->new();
$world->save_to_file( $filename );
my $loaded = Games::3D::world->load_from_file( $filename );
my $thing1 = $world->add ( Games::3D::Thingy->new( ... ) );
my $thing2 = $world->add ( Games::3D::Thingy->new( ... ) );
$world->link($thing1, $thing2);
Games::3D::World provides you with a container class that will contain every object in your game object system. This are primarily objects that have states, change these states and need to announce the states to other objects.
The Games::3D::World container also enables you to save and restore snapshots of your objects system.
Basic things that you object system contains are derived from a class called Games::3D::Thingy. These can represent physical objects (buttons, levers, doors, lights etc) as well as virtual objects (trigger, sensors, links, markers, sound sources etc).
You can link Thingys together, either directly or via Games::3D::Links. The links have some more features than direct linking, which are explained below.
This package also provides you with Games::3D::Sensor, a class for objects that sense state changes and act upon them. Or not, depending on the sensor. Sensors are primarily used to watch for certain conditions and then act when they are met. Examples are the death of an object, values that go below a certain threshold etc.
State changes are transported in the object system with signals.
<<lessSYNOPSIS
use Games::3D::World;
my $world = Games::3D::World->new();
$world->save_to_file( $filename );
my $loaded = Games::3D::world->load_from_file( $filename );
my $thing1 = $world->add ( Games::3D::Thingy->new( ... ) );
my $thing2 = $world->add ( Games::3D::Thingy->new( ... ) );
$world->link($thing1, $thing2);
Games::3D::World provides you with a container class that will contain every object in your game object system. This are primarily objects that have states, change these states and need to announce the states to other objects.
The Games::3D::World container also enables you to save and restore snapshots of your objects system.
Basic things that you object system contains are derived from a class called Games::3D::Thingy. These can represent physical objects (buttons, levers, doors, lights etc) as well as virtual objects (trigger, sensors, links, markers, sound sources etc).
You can link Thingys together, either directly or via Games::3D::Links. The links have some more features than direct linking, which are explained below.
This package also provides you with Games::3D::Sensor, a class for objects that sense state changes and act upon them. Or not, depending on the sensor. Sensors are primarily used to watch for certain conditions and then act when they are met. Examples are the death of an object, values that go below a certain threshold etc.
State changes are transported in the object system with signals.
Download (0.032MB)
Added: 2006-10-02 License: Perl Artistic License Price:
1124 downloads
Games::Bingo::Card 0.13
Games::Bingo::Card is a helper class for Games::Bingo. more>>
Games::Bingo::Card is a helper class for Games::Bingo.
SYNOPSIS
use Games::Bingo::Card;
my $b = Games::Bingo-E new(90);
my $card = Games::Bingo::Card-E new($b);
my $bingo = Games::Bingo-E new(90);
$card-E validate($bingo);
use Games::Bingo::Print::Card;
my $p = Games::Bingo::Print::Card-E new();
$p-E populate();
The Games::Bingo::Card class suits the simple purpose of being able to generate bingo cards and validating whether they are valid in during a game where a player indicate victory.
It is also used by Games::Bingo::Print to hold the generated bingo cards before they are printed.
<<lessSYNOPSIS
use Games::Bingo::Card;
my $b = Games::Bingo-E new(90);
my $card = Games::Bingo::Card-E new($b);
my $bingo = Games::Bingo-E new(90);
$card-E validate($bingo);
use Games::Bingo::Print::Card;
my $p = Games::Bingo::Print::Card-E new();
$p-E populate();
The Games::Bingo::Card class suits the simple purpose of being able to generate bingo cards and validating whether they are valid in during a game where a player indicate victory.
It is also used by Games::Bingo::Print to hold the generated bingo cards before they are printed.
Download (0.020MB)
Added: 2007-01-04 License: Perl Artistic License Price:
1024 downloads
Games::Go::SGF 0.05
Games::Go::SGF is a Perl module that can parse and dissect Standard Go Format files. more>>
Games::Go::SGF is a Perl module that can parse and dissect Standard Go Format files.
SYNOPSIS
use Games::Go::SGF;
my $sgf = new Games::Go::SGF($sgfdata);
print "Game played on ".$sgf->date."n";
print $sgf->white. " (W) vs. ".$sgf->black." (B)n";
print "Board size: ".$sgf->size.". Komi: ".$sgf->komi."n";
while ($move = $sgf->move($move_no++)) {
print "$move_no: ".$move->move,"n";
}
This is a very simple SGF file parser, of currently limited functionality. It can read and step through SGF files, follow variations, and so on. Its good enough for getting simple statistics about games of Go, and building up Games::Go::Board objects representing games stored as SGF.
$sgf->move returns either a normal Games::Go::SGF::Node or a Games::Go::SGF::Variation object. They behave exactly the same, but the variation object has the additional methods mainline() to get the main line of the game, variation($n) to get the first node in the nth variation, and variations to retrieve an array of variations. $variation->move will, by default, follow the mainline.
<<lessSYNOPSIS
use Games::Go::SGF;
my $sgf = new Games::Go::SGF($sgfdata);
print "Game played on ".$sgf->date."n";
print $sgf->white. " (W) vs. ".$sgf->black." (B)n";
print "Board size: ".$sgf->size.". Komi: ".$sgf->komi."n";
while ($move = $sgf->move($move_no++)) {
print "$move_no: ".$move->move,"n";
}
This is a very simple SGF file parser, of currently limited functionality. It can read and step through SGF files, follow variations, and so on. Its good enough for getting simple statistics about games of Go, and building up Games::Go::Board objects representing games stored as SGF.
$sgf->move returns either a normal Games::Go::SGF::Node or a Games::Go::SGF::Variation object. They behave exactly the same, but the variation object has the additional methods mainline() to get the main line of the game, variation($n) to get the first node in the nth variation, and variations to retrieve an array of variations. $variation->move will, by default, follow the mainline.
Download (0.003MB)
Added: 2007-07-12 License: Perl Artistic License Price:
835 downloads
Games::Console 0.04
Games::Console Perl module provide a 2D quake style in-game console. more>>
Games::Console Perl module provide a 2D quake style in-game console.
SYNOPSIS
use Games::Console;
my $console = Games::Console->new(
font => $font_object,
background_color => [ 1,1,0],
background_alpha => 0.4,
text_color => [ 1,1,1 ],
text_alpha => 1,
speed => 50, # in percent per second
height => 50, # fully opened, in percent of screen
width => 100, # fully opened, in percent of screen
backbuffer_size => 100, # keep so many messages
prompt => >,
cursor => _,
);
$console->screen_width($width);
$console->screen_height($height);
$console->toggle($current_time);
$console->message(Hello there!);
$console->input(a);
This package provides you with a quake-style console for your games. The console gathers messages and lets you scroll trough them. It also can display a command line.
This package is just a base class setting up everything, but doesnt actually render anything.
See Games::Console::SDL and Games::Console::OpenGL for subclasses that implement the actual rendering to the screen via SDL and OpenGL, respectively.
<<lessSYNOPSIS
use Games::Console;
my $console = Games::Console->new(
font => $font_object,
background_color => [ 1,1,0],
background_alpha => 0.4,
text_color => [ 1,1,1 ],
text_alpha => 1,
speed => 50, # in percent per second
height => 50, # fully opened, in percent of screen
width => 100, # fully opened, in percent of screen
backbuffer_size => 100, # keep so many messages
prompt => >,
cursor => _,
);
$console->screen_width($width);
$console->screen_height($height);
$console->toggle($current_time);
$console->message(Hello there!);
$console->input(a);
This package provides you with a quake-style console for your games. The console gathers messages and lets you scroll trough them. It also can display a command line.
This package is just a base class setting up everything, but doesnt actually render anything.
See Games::Console::SDL and Games::Console::OpenGL for subclasses that implement the actual rendering to the screen via SDL and OpenGL, respectively.
Download (0.021MB)
Added: 2007-07-25 License: Perl Artistic License Price:
822 downloads
Games::Roshambo 1.01
Games::Roshambo is a brilliant module which manages a game of Rock/Paper/Scissors, aka Roshambo more>>
Games:Roshambo 1.01 is a brilliant module which manages a game of Rock/Paper/Scissors, aka Roshambo
Major Features:
- You can specify an optional hashref containing configuration items.
- Valid configuration items are: numthrows
- The number of separate valid throws for a game, for example, in Rock, Paper, Scissors, there are 3 throws, while in a spirited game of RPS-101, there are 101 valid throws. If not specified, this defaults to 3.
- sortable
- OPTIONAL: Behold the madness of Chris Prather. Passing a TRUE value to new for this item will cause the judge method to return values of -1 if Player 1 wins, 0 for a tie and 1 for Player 2, instead of the 0, 1 and 2 it does normally.
- The entirely dubious benefit of this is that the function can be used in conjunction with sort. It's his fault. He asked for it. Any questions as to the relative usefulness of this should be directed at him. The management disavows all knowledge.
- This method will judge a game of RPS, returning a 1 for Player 1 winning, a 2 for Player 2, and a 0 for a tie.
- It takes up to two arguments, indicating the throws for Player 1 and Player 2, as text representations.
- If one or both arguments are omitted, the method will internally call $self->gen_throw to randomly generate one.
- getaction
- When called with two throws, this will return the text of the action for this combination. For example, if called as $rps-getaction("rock", "paper")> the returned value will be "covers".
- This module contains actions for three throw (Rock, Paper, Scissors) and 101 throw games, in any other number of throws, this method will return undef.
Requirements: Perl
Added: 2009-05-14 License: Perl Artistic License Price: FREE
1 downloads
Harem Games Slot Machine 3.13
Harem Games Slot Machine es un juego gratis de la popular tragaperras de casino donde juegas contra guapas modelos. El objetivo del juego Slot Machine... more>> <<less
Download (525KB)
Added: 2009-04-06 License: Freeware Price: Free
206 downloads
Games::Go::Dg2ASCII 4.026
Games::Go::Dg2ASCII is a Perl extension to convert Games::Go::Diagrams to ASCII diagrams. more>>
Games::Go::Dg2ASCII is a Perl extension to convert Games::Go::Diagrams to ASCII diagrams.
SYNOPSIS
use Games::Go::Dg2ASCII
my $dg2ascii = B convertDiagram($diagram);
A Games::Go::Dg2ASCII object converts a Games::Go::Diagram object into ASCII diagrams.
<<lessSYNOPSIS
use Games::Go::Dg2ASCII
my $dg2ascii = B convertDiagram($diagram);
A Games::Go::Dg2ASCII object converts a Games::Go::Diagram object into ASCII diagrams.
Download (0.43MB)
Added: 2006-08-08 License: Perl Artistic License Price:
1173 downloads
Games::Alak 0.18
Games::Alak is a simple game-tree implementation of a gomoku-like game. more>>
Games::Alak is a simple game-tree implementation of a gomoku-like game.
SYNOPSIS
% perl -MGames::Alak -e Games::Alak::play
...Or just run Alak.pm as if it were a program...
...Program responds with output, and a prompt:
Lookahead set to 3. I am X, you are O.
Enter h for help
X moves from 1 to 5, yielding .xxxx..oooo
alak>
...and now you enter the commands to play.
This module implements a simple game-tree system for the computer to play against the user in a game of Alak. You can just play the game for fun; or you can use this module as a starting point for understanding game trees (and implementing smarter strategy -- the modules current logic is fairly simple-minded), particularly after reading my Perl Journal #18 article on trees, which discusses this modules implementation of game trees as an example of general tree-shaped data structures.
<<lessSYNOPSIS
% perl -MGames::Alak -e Games::Alak::play
...Or just run Alak.pm as if it were a program...
...Program responds with output, and a prompt:
Lookahead set to 3. I am X, you are O.
Enter h for help
X moves from 1 to 5, yielding .xxxx..oooo
alak>
...and now you enter the commands to play.
This module implements a simple game-tree system for the computer to play against the user in a game of Alak. You can just play the game for fun; or you can use this module as a starting point for understanding game trees (and implementing smarter strategy -- the modules current logic is fairly simple-minded), particularly after reading my Perl Journal #18 article on trees, which discusses this modules implementation of game trees as an example of general tree-shaped data structures.
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Added: 2007-01-02 License: Perl Artistic License Price:
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