I like to build Pokemon Battle Simulations to help me learn a programming language. Each language has its own directory.
I don't use any libraries outside of the standard library. All languages must be able to work with the same data files. All executables must accept the same command-line arguments (detailed below). The games played should be roughly indistinguishable - within reason (e.g. a web browser should use UI elements rather than attempting to recreate ANSI colors and ASCII art) - no matter what language is used. There are some things that may need to be explained for each language, which are detailed below.
No positional arguments.
Outputs the program version. Each language can have its own version based on its own revision history. There are two formats that are acceptable, depending on whether the language is compiled.
- Compiled language format:
{{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}} {{architecture}})
- Interpreted language format:
{{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}})
... where program name
is the name of the program/module/package/other code
unit that is distributable as the simulator (e.g. package name for Python,
module path for Go etc.), version
is the version of the simulator, language
is the language in which the simulator was written (including version of the
language compiler/standard whenever possible), OS
is the operating system
on/for which the program was built/runs, and architecture
is the CPU
architecture of the compiled simulator binary.
The setup.py
includes three dependencies:
readline
, which is a standard library but doesn't exist on Windows platforms unless you install it as apip
dependency (possibly no longer true).typing
, which is a standard library but older versions of Python don't include it.setuptools
used for requiring the above dependencies.
The package.json
includes two development dependencies
typescript
because really I just wanted to write this in TypeScript. The only reason it's not in atypescript/
directory is because I possibly want to write a Deno version one day.@types/node
adds the types for the NodeJS standard libraries.