holas compañeros espero y estén bién necesito una manita porfabor aber que ando aciendo mal en el código que ando creando porfa elque me pueda echar una manita acá, les pego el código, muchísimas gracias: void main() {
// Declare a variable for the player's weapon.
string weapon = "pistol";
// Declare a list of houses.
list<string> houses = ["house1", "house2", "house3"];
// Declare a map of the game world.
map<string, dynamic> map = {
"house1": { "x": 0, "y": 0 },
"house2": { "x": 100, "y": 0 },
"house3": { "x": 0, "y": 100 }
};
// Declare a list of NPCs.
list<string> NPCs = ["NPC1", "NPC2", "NPC3"];
// Declare a list of animals.
list<string> animals = ["dog", "cat", "bird"];
// Start the game loop.
while (true) {
// Update the player's weapon.
if (keyPressed("1")) {
weapon = "pistol";
} else if (keyPressed("2")) {
weapon = "shotgun";
} else if (keyPressed("3")) {
weapon = "rifle";
}
// Update the player's position on the map.
if (keyDown("up")) {
map["player"]["y"]++;
} else if (keyDown("down")) {
map["player"]["y"]--;
} else if (keyDown("left")) {
map["player"]["x"]--;
} else if (keyDown("right")) {
map["player"]["x"]++;
}
// Check for collisions with houses.
for (var house in houses) {
if (map["player"]["x"] == map[house]["x"] && map["player"]["y"] == map[house]["y"]) {
// The player has entered the house.
// Do something here, such as play a sound effect or display a message.
}
}
// Check for collisions with NPCs.
for (var NPC in NPCs) {
if (map["player"]["x"] == map[NPC]["x"] && map["player"]["y"] == map[NPC]["y"]) {
// The player has encountered an NPC.
// Do something here, such as start a conversation or battle.
}
}
// Check for collisions with animals.
for (var animal in animals) {
if (map["player"]["x"] == map[animal]["x"] && map["player"]["y"] == map[animal]["y"]) {
// The player has encountered an animal.
// Do something here, such as play a sound effect or display a message.
}
}
}
}