Ryland Munoz#4
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I read the instructions wrong and accidentally put the 6 descriptions in the README file but here they are again.
I added 3 new rooms, the storage room, the display case, and the mysterious room. Which with the combination of those and the ones already added, I added the new ending as well.
The storage room is the first room you go into and then I like to treat it as a 'hub' because the rest of the rooms are connected to this one.
I added an ending where you unlock the mysterious room and find the mysterious sword in there which queues the ending. It connects a lot of things together because you need a key in order to get in that room to unlock that new ending.
I was very happy that I was able to figure this one out because for some reason it took me a lot of time to figure out. But as mentioned above, to get to the new ending I added you NEED the key to unlock the new door, and if you try to enter without the key, a print statement appears and says it's locked and that you need the key. Once you find the key (located in the closet), then if you try the door again, it will unlock.
I believe that I finished subclasses for animal and weapon within their code and added an action for each item, a basic one but it should check off this requirement.
My new item subclass was for Plants. I created three new items for this, a mushroom, cactus, and sunflower. They've all been put into the rooms somewhere and you're able to interact with it a little bit, I would've added more to do with it if I had extra time but was just trying to make sure I reached the requirements before the due date instead of doing extra and missing the deadline.
Added two more new tests in that file. One test is to test the usage of items so what I did was tested the excalibur by seeing if something would pop up wrongfully in the code by using that item purposefully within the test. The second test is to test if the player picks up an item, to make sure the item actually gets picked up and is in their inventory.